| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| float one; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_7; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| vec4 v = vec4(0.0f); |
| vec4 res = vec4(0.0f); |
| v = vec4(8.3999996185302734375f, -864.66497802734375f, 945.41998291015625f, 1.0f); |
| float x_31 = x_7.one; |
| vec4 x_37 = v; |
| vec4 v_1 = vec4(x_31, 0.0f, 0.0f, 0.0f); |
| vec4 v_2 = vec4(0.0f, x_31, 0.0f, 0.0f); |
| vec4 v_3 = vec4(0.0f, 0.0f, x_31, 0.0f); |
| res = (mat4(v_1, v_2, v_3, vec4(0.0f, 0.0f, 0.0f, x_31)) * x_37); |
| vec4 x_39 = v; |
| vec4 x_40 = res; |
| if ((distance(x_39, x_40) < 0.00999999977648258209f)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| 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 |