blob: d61aa5c5ee2fd44bc6b5961c8cae0852203ea189 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[4];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_10;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
uint a = 0u;
vec4 v1 = vec4(0.0f);
float E = 0.0f;
bool x_69 = false;
bool x_85 = false;
bool x_101 = false;
bool x_70_phi = false;
bool x_86_phi = false;
bool x_102_phi = false;
float x_35 = x_6.x_GLF_uniform_float_values[1].el;
a = packSnorm4x8(vec4(x_35, x_35, x_35, x_35));
uint x_38 = a;
v1 = unpackUnorm4x8(x_38);
float x_41 = x_6.x_GLF_uniform_float_values[0].el;
E = x_41;
int x_43 = x_10.x_GLF_uniform_int_values[1].el;
float x_45 = v1[x_43];
float x_47 = x_6.x_GLF_uniform_float_values[2].el;
float x_49 = x_6.x_GLF_uniform_float_values[3].el;
float x_53 = E;
bool x_54 = (abs((x_45 - (x_47 / x_49))) < x_53);
x_70_phi = x_54;
if (x_54) {
int x_58 = x_10.x_GLF_uniform_int_values[0].el;
float x_60 = v1[x_58];
float x_62 = x_6.x_GLF_uniform_float_values[2].el;
float x_64 = x_6.x_GLF_uniform_float_values[3].el;
float x_68 = E;
x_69 = (abs((x_60 - (x_62 / x_64))) < x_68);
x_70_phi = x_69;
}
bool x_70 = x_70_phi;
x_86_phi = x_70;
if (x_70) {
int x_74 = x_10.x_GLF_uniform_int_values[3].el;
float x_76 = v1[x_74];
float x_78 = x_6.x_GLF_uniform_float_values[2].el;
float x_80 = x_6.x_GLF_uniform_float_values[3].el;
float x_84 = E;
x_85 = (abs((x_76 - (x_78 / x_80))) < x_84);
x_86_phi = x_85;
}
bool x_86 = x_86_phi;
x_102_phi = x_86;
if (x_86) {
int x_90 = x_10.x_GLF_uniform_int_values[2].el;
float x_92 = v1[x_90];
float x_94 = x_6.x_GLF_uniform_float_values[2].el;
float x_96 = x_6.x_GLF_uniform_float_values[3].el;
float x_100 = E;
x_101 = (abs((x_92 - (x_94 / x_96))) < x_100);
x_102_phi = x_101;
}
bool x_102 = x_102_phi;
if (x_102) {
int x_107 = x_10.x_GLF_uniform_int_values[0].el;
int x_110 = x_10.x_GLF_uniform_int_values[1].el;
int x_113 = x_10.x_GLF_uniform_int_values[1].el;
int x_116 = x_10.x_GLF_uniform_int_values[0].el;
float v = float(x_107);
float v_1 = float(x_110);
float v_2 = float(x_113);
x_GLF_color = vec4(v, v_1, v_2, float(x_116));
} else {
int x_120 = x_10.x_GLF_uniform_int_values[1].el;
float x_121 = float(x_120);
x_GLF_color = vec4(x_121, x_121, x_121, x_121);
}
}
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