| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| int el; |
| }; |
| |
| struct buf1 { |
| strided_arr x_GLF_uniform_int_values[2]; |
| }; |
| |
| struct strided_arr_1 { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr_1 x_GLF_uniform_float_values[2]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf1 x_5; |
| uniform buf0 x_8; |
| void main_1() { |
| int i = 0; |
| x_GLF_color = vec4(float(x_5.x_GLF_uniform_int_values[0].el)); |
| i = x_5.x_GLF_uniform_int_values[0].el; |
| { |
| while(true) { |
| if ((i < x_5.x_GLF_uniform_int_values[1].el)) { |
| } else { |
| break; |
| } |
| float v = x_8.x_GLF_uniform_float_values[1].el; |
| if (!((v <= float(i)))) { |
| vec4 v_1 = x_GLF_color; |
| float v_2 = x_8.x_GLF_uniform_float_values[0].el; |
| float v_3 = float(i); |
| float v_4 = float(i); |
| x_GLF_color = (v_1 + vec4(v_2, v_3, v_4, x_8.x_GLF_uniform_float_values[0].el)); |
| } |
| { |
| i = (i + 1); |
| } |
| continue; |
| } |
| } |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:12: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:12: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |