blob: 63a2efd4e86fe5559250515faca2e3d98ee2837e [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_5;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2 m = mat2(vec2(0.0f), vec2(0.0f));
float f = 0.0f;
int i = 0;
int j = 0;
if ((x_5.x_GLF_uniform_int_values[1].el == 1)) {
vec2 v = vec2(f, 0.0f);
m = mat2(v, vec2(0.0f, f));
}
i = x_5.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i < x_5.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
j = x_5.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((j < x_5.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
int x_66 = i;
int x_67 = j;
m[x_66][x_67] = float(((i * x_5.x_GLF_uniform_int_values[0].el) + j));
{
j = (j + 1);
}
continue;
}
}
{
i = (i + 1);
}
continue;
}
}
float v_1 = float(x_5.x_GLF_uniform_int_values[1].el);
vec2 v_2 = vec2(v_1, float(x_5.x_GLF_uniform_int_values[2].el));
float v_3 = float(x_5.x_GLF_uniform_int_values[0].el);
mat2 x_95 = mat2(v_2, vec2(v_3, float(x_5.x_GLF_uniform_int_values[3].el)));
bool v_4 = all((m[0u] == x_95[0u]));
if ((v_4 & all((m[1u] == x_95[1u])))) {
float v_5 = float(x_5.x_GLF_uniform_int_values[2].el);
float v_6 = float(x_5.x_GLF_uniform_int_values[1].el);
float v_7 = float(x_5.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v_5, v_6, v_7, float(x_5.x_GLF_uniform_int_values[2].el));
} else {
x_GLF_color = vec4(float(x_5.x_GLF_uniform_int_values[1].el));
}
}
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