| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int zero; |
| }; |
| |
| 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() { |
| vec2 a = vec2(0.0f); |
| vec2 b = vec2(0.0f); |
| a = vec2(1.0f); |
| int x_38 = x_6.zero; |
| if ((x_38 == 1)) { |
| float x_43 = a.x; |
| a[0u] = (x_43 + 1.0f); |
| } |
| float x_47 = a.y; |
| b = (vec2(x_47, x_47) + vec2(2.0f, 3.0f)); |
| vec2 x_50 = b; |
| if (all((x_50 == vec2(3.0f, 4.0f)))) { |
| 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: 0:8: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:8: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |