blob: 2589d77add6f73f39e9b804957b3314113b49d39 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[5];
};
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() {
int i = 0;
int A[4] = int[4](0, 0, 0, 0);
bool x_77 = false;
bool x_87 = false;
bool x_97 = false;
bool x_78_phi = false;
bool x_88_phi = false;
bool x_98_phi = false;
int x_33 = x_6.x_GLF_uniform_int_values[0].el;
i = x_33;
{
while(true) {
int x_38 = i;
int x_40 = x_6.x_GLF_uniform_int_values[4].el;
if ((x_38 < x_40)) {
} else {
break;
}
int x_43 = i;
int x_45 = x_6.x_GLF_uniform_int_values[0].el;
A[x_43] = x_45;
int x_47 = i;
int x_50 = x_6.x_GLF_uniform_int_values[3].el;
int x_54 = x_6.x_GLF_uniform_int_values[1].el;
if ((max((2 * x_47), (2 * x_50)) == x_54)) {
int x_58 = i;
A[x_58] = 1;
}
{
int x_60 = i;
i = (x_60 + 1);
}
continue;
}
}
int x_63 = x_6.x_GLF_uniform_int_values[0].el;
int x_65 = A[x_63];
int x_67 = x_6.x_GLF_uniform_int_values[3].el;
bool x_68 = (x_65 == x_67);
x_78_phi = x_68;
if (x_68) {
int x_72 = x_6.x_GLF_uniform_int_values[3].el;
int x_74 = A[x_72];
int x_76 = x_6.x_GLF_uniform_int_values[3].el;
x_77 = (x_74 == x_76);
x_78_phi = x_77;
}
bool x_78 = x_78_phi;
x_88_phi = x_78;
if (x_78) {
int x_82 = x_6.x_GLF_uniform_int_values[1].el;
int x_84 = A[x_82];
int x_86 = x_6.x_GLF_uniform_int_values[0].el;
x_87 = (x_84 == x_86);
x_88_phi = x_87;
}
bool x_88 = x_88_phi;
x_98_phi = x_88;
if (x_88) {
int x_92 = x_6.x_GLF_uniform_int_values[2].el;
int x_94 = A[x_92];
int x_96 = x_6.x_GLF_uniform_int_values[0].el;
x_97 = (x_94 == x_96);
x_98_phi = x_97;
}
bool x_98 = x_98_phi;
if (x_98) {
int x_103 = x_6.x_GLF_uniform_int_values[3].el;
int x_106 = x_6.x_GLF_uniform_int_values[0].el;
int x_109 = x_6.x_GLF_uniform_int_values[0].el;
int x_112 = x_6.x_GLF_uniform_int_values[3].el;
float v = float(x_103);
float v_1 = float(x_106);
float v_2 = float(x_109);
x_GLF_color = vec4(v, v_1, v_2, float(x_112));
} else {
x_GLF_color = vec4(1.0f);
}
}
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