| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| mat2 m = mat2(vec2(0.0f), vec2(0.0f)); |
| m = mat2(vec2(1.0f, 2.0f), vec2(3.0f, 4.0f)); |
| mat2 v = transpose(m); |
| mat2 x_30 = (v * transpose(m)); |
| mat2 x_34 = transpose((m * m)); |
| bool v_1 = all((x_30[0u] == x_34[0u])); |
| if ((v_1 & all((x_30[1u] == x_34[1u])))) { |
| 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 |