| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| float two; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 tint_symbol = vec4(0.0f); |
| uniform buf0 x_8; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| float a = 0.0f; |
| float b = 0.0f; |
| float x_33 = tint_symbol.x; |
| a = dFdx(cos(x_33)); |
| b = mix(2.0f, x_8.two, a); |
| if (((b >= 1.89999997615814208984f) & (b <= 2.09999990463256835938f))) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main(vec4 tint_symbol_2) { |
| tint_symbol = tint_symbol_2; |
| 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 |