blob: e0c934a7dee55ef26b3d1d55b5f2b61662618202 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[3];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 tint_symbol = vec4(0.0f);
uniform buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
uniform buf1 x_14;
float f1_f1_(inout float a) {
int b = 0;
float c = 0.0f;
b = 8;
if ((tint_symbol.y >= x_9.x_GLF_uniform_float_values[0].el)) {
b = (b + 1);
b = (b + 1);
}
if ((a < x_9.x_GLF_uniform_float_values[1].el)) {
float x_88 = x_9.x_GLF_uniform_float_values[1].el;
return x_88;
}
c = float(min(max(b, 0), 2));
float x_92 = c;
return x_92;
}
void main_1() {
float a_1 = 0.0f;
float param = 0.0f;
param = x_9.x_GLF_uniform_float_values[1].el;
float x_44 = f1_f1_(param);
a_1 = x_44;
if ((a_1 == x_9.x_GLF_uniform_float_values[2].el)) {
float v = float(x_14.x_GLF_uniform_int_values[1].el);
float v_1 = float(x_14.x_GLF_uniform_int_values[0].el);
float v_2 = float(x_14.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_14.x_GLF_uniform_int_values[1].el));
} else {
x_GLF_color = vec4(float(x_14.x_GLF_uniform_int_values[0].el));
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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