| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| vec3 func_() { |
| vec2 v = vec2(0.0f); |
| int i = 0; |
| int k = 0; |
| v = vec2(1.0f); |
| i = 0; |
| k = 0; |
| { |
| while(true) { |
| int x_79 = k; |
| if ((x_79 < 2)) { |
| } else { |
| break; |
| } |
| float x_83 = v.y; |
| if (((x_83 + 1.0f) > 4.0f)) { |
| break; |
| } |
| v[1u] = 1.0f; |
| int x_89 = i; |
| i = (x_89 + 1); |
| { |
| int x_91 = k; |
| k = (x_91 + 1); |
| } |
| continue; |
| } |
| } |
| int x_93 = i; |
| if ((x_93 < 10)) { |
| return vec3(1.0f, 0.0f, 0.0f); |
| } else { |
| return vec3(0.0f, 0.0f, 1.0f); |
| } |
| /* unreachable */ |
| } |
| void main_1() { |
| int j = 0; |
| vec3 data[2] = vec3[2](vec3(0.0f), vec3(0.0f)); |
| int j_1 = 0; |
| j = 0; |
| { |
| while(true) { |
| int x_46 = j; |
| if ((x_46 < 1)) { |
| } else { |
| break; |
| } |
| int x_49 = j; |
| vec3 x_50 = func_(); |
| data[x_49] = x_50; |
| { |
| int x_52 = j; |
| j = (x_52 + 1); |
| } |
| continue; |
| } |
| } |
| j_1 = 0; |
| { |
| while(true) { |
| int x_58 = j_1; |
| if ((x_58 < 1)) { |
| } else { |
| break; |
| } |
| int x_61 = j_1; |
| vec3 x_64 = func_(); |
| data[((4 * x_61) + 1)] = x_64; |
| { |
| int x_66 = j_1; |
| j_1 = (x_66 + 1); |
| } |
| continue; |
| } |
| } |
| vec3 x_69 = data[0]; |
| x_GLF_color = vec4(x_69[0u], x_69[1u], x_69[2u], 1.0f); |
| } |
| 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 |