blob: 5a34706e5fc762af09934dfd47d3f82b18b8e3d0 [file] [log] [blame]
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