blob: 5404776c1485927c24d4abbf624d6df2502c6d02 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct buf2 {
float zero;
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_8;
uniform buf2 x_10;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_13;
bool continue_execution = true;
bool func_vf2_(inout vec2 pos) {
if ((pos.x < x_8.x_GLF_uniform_float_values[0].el)) {
return true;
}
if ((pos.y > x_8.x_GLF_uniform_float_values[0].el)) {
return false;
}
if ((x_10.zero > x_8.x_GLF_uniform_float_values[1].el)) {
return true;
}
return true;
}
void main_1() {
vec2 param = vec2(0.0f);
param = tint_symbol.xy;
bool x_44 = func_vf2_(param);
if (x_44) {
continue_execution = false;
}
float v = float(x_13.x_GLF_uniform_int_values[0].el);
float v_1 = float(x_13.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_13.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_13.x_GLF_uniform_int_values[0].el));
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out v_3 = main_out(x_GLF_color);
if (!(continue_execution)) {
discard;
}
return v_3;
}
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