blob: ca75f7a4b1261a7d28bb771721605eb644563f39 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2 m = mat2(vec2(0.0f), vec2(0.0f));
int x_29 = x_6.x_GLF_uniform_int_values[0].el;
float x_30 = float(x_29);
vec2 v = vec2(x_30, 0.0f);
m = transpose(transpose(mat2(v, vec2(0.0f, x_30))));
mat2 x_36 = m;
int x_38 = x_6.x_GLF_uniform_int_values[0].el;
float x_39 = float(x_38);
vec2 v_1 = vec2(x_39, 0.0f);
mat2 x_42 = mat2(v_1, vec2(0.0f, x_39));
bool v_2 = all((x_36[0u] == x_42[0u]));
if ((v_2 & all((x_36[1u] == x_42[1u])))) {
int x_56 = x_6.x_GLF_uniform_int_values[0].el;
int x_59 = x_6.x_GLF_uniform_int_values[1].el;
int x_62 = x_6.x_GLF_uniform_int_values[1].el;
int x_65 = x_6.x_GLF_uniform_int_values[0].el;
float v_3 = float(x_56);
float v_4 = float(x_59);
float v_5 = float(x_62);
x_GLF_color = vec4(v_3, v_4, v_5, float(x_65));
} else {
int x_69 = x_6.x_GLF_uniform_int_values[1].el;
float x_70 = float(x_69);
x_GLF_color = vec4(x_70, x_70, x_70, x_70);
}
}
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