blob: e8caf2e2f4385068fbc53b74e5c942193291ac0c [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[3];
};
struct buf2 {
vec2 resolution;
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf2 x_8;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_10;
void main_1() {
float f = 0.0f;
float x_37 = x_6.x_GLF_uniform_float_values[1].el;
float x_39 = x_8.resolution.x;
float x_42 = x_6.x_GLF_uniform_float_values[2].el;
float x_44 = x_8.resolution.x;
float x_49 = x_8.resolution.y;
f = (((x_37 * x_39) + (x_42 * round(x_44))) + x_49);
float x_51 = f;
float x_53 = x_6.x_GLF_uniform_float_values[0].el;
if ((x_51 == x_53)) {
int x_59 = x_10.x_GLF_uniform_int_values[0].el;
int x_62 = x_10.x_GLF_uniform_int_values[1].el;
int x_65 = x_10.x_GLF_uniform_int_values[1].el;
int x_68 = x_10.x_GLF_uniform_int_values[0].el;
float v = float(x_59);
float v_1 = float(x_62);
float v_2 = float(x_65);
x_GLF_color = vec4(v, v_1, v_2, float(x_68));
} else {
int x_72 = x_10.x_GLF_uniform_int_values[1].el;
float x_73 = float(x_72);
x_GLF_color = vec4(x_73, x_73, x_73, x_73);
}
}
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