blob: 1b862349fa13e18182738ebfafa69350cf40eceb [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_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 m0 = mat2(vec2(0.0f), vec2(0.0f));
mat2 m1 = mat2(vec2(0.0f), vec2(0.0f));
vec2 v = vec2(0.0f);
vec2 v_1 = vec2(x_6.x_GLF_uniform_float_values[0].el, -0.540302276611328125f);
m0 = mat2(v_1, vec2(0.540302276611328125f, x_6.x_GLF_uniform_float_values[0].el));
m1 = (m0 * m0);
vec2 v_2 = vec2(x_6.x_GLF_uniform_float_values[0].el);
v = (v_2 * m1);
if ((v.x < x_6.x_GLF_uniform_float_values[0].el)) {
x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[1].el, x_6.x_GLF_uniform_float_values[1].el, x_6.x_GLF_uniform_float_values[0].el);
} else {
x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[1].el);
}
}
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