blob: 9e3b54b3c7a2b905d4299c385c52e3633cbfba35 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[1];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec2 v1 = vec2(0.0f);
vec2 b = vec2(0.0f);
float a = 0.0f;
bool x_51 = false;
bool x_52_phi = false;
float x_30 = x_6.x_GLF_uniform_float_values[0].el;
v1 = vec2(x_30, x_30);
vec2 x_32 = v1;
b = fract(x_32);
vec2 x_34 = b;
a = smoothstep(vec2(1.0f), vec2(2.0f), x_34)[0u];
float x_38 = x_6.x_GLF_uniform_float_values[0].el;
float x_39 = a;
float x_40 = a;
float x_42 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_38, x_39, x_40, x_42);
float x_45 = b.x;
bool x_46 = (x_45 < 1.0f);
x_52_phi = x_46;
if (x_46) {
float x_50 = b.y;
x_51 = (x_50 < 1.0f);
x_52_phi = x_51;
}
bool x_52 = x_52_phi;
if (x_52) {
float x_57 = x_6.x_GLF_uniform_float_values[0].el;
float x_59 = b.x;
float x_61 = b.y;
float x_63 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_57, x_59, x_61, x_63);
} else {
float x_66 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_66, x_66, x_66, x_66);
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1