blob: c99609137ad43a9c4961480292c39f15f8b04754 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[3];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float A[2] = float[2](0.0f, 0.0f);
int i = 0;
int j = 0;
bool x_101 = false;
bool x_102_phi = false;
float x_39 = x_6.x_GLF_uniform_float_values[1].el;
A[0] = x_39;
float x_42 = x_6.x_GLF_uniform_float_values[1].el;
A[1] = x_42;
int x_45 = x_9.x_GLF_uniform_int_values[0].el;
i = x_45;
{
while(true) {
int x_50 = i;
int x_52 = x_9.x_GLF_uniform_int_values[3].el;
if ((x_50 < x_52)) {
} else {
break;
}
int x_56 = x_9.x_GLF_uniform_int_values[0].el;
j = x_56;
{
while(true) {
int x_61 = j;
int x_63 = x_9.x_GLF_uniform_int_values[2].el;
if ((x_61 < x_63)) {
} else {
break;
}
int x_66 = j;
switch(x_66) {
case 1:
{
int x_78 = i;
float x_80 = x_6.x_GLF_uniform_float_values[0].el;
A[x_78] = x_80;
break;
}
case 0:
{
int x_70 = i;
if (((-2147483647 - 1) < x_70)) {
{
int x_82 = j;
j = (x_82 + 1);
}
continue;
}
int x_74 = i;
float x_76 = x_6.x_GLF_uniform_float_values[2].el;
A[x_74] = x_76;
break;
}
default:
{
break;
}
}
{
int x_82 = j;
j = (x_82 + 1);
}
continue;
}
}
{
int x_84 = i;
i = (x_84 + 1);
}
continue;
}
}
int x_87 = x_9.x_GLF_uniform_int_values[0].el;
float x_89 = A[x_87];
float x_91 = x_6.x_GLF_uniform_float_values[0].el;
bool x_92 = (x_89 == x_91);
x_102_phi = x_92;
if (x_92) {
int x_96 = x_9.x_GLF_uniform_int_values[1].el;
float x_98 = A[x_96];
float x_100 = x_6.x_GLF_uniform_float_values[0].el;
x_101 = (x_98 == x_100);
x_102_phi = x_101;
}
bool x_102 = x_102_phi;
if (x_102) {
int x_107 = x_9.x_GLF_uniform_int_values[1].el;
int x_110 = x_9.x_GLF_uniform_int_values[0].el;
int x_113 = x_9.x_GLF_uniform_int_values[0].el;
int x_116 = x_9.x_GLF_uniform_int_values[1].el;
float v = float(x_107);
float v_1 = float(x_110);
float v_2 = float(x_113);
x_GLF_color = vec4(v, v_1, v_2, float(x_116));
} else {
int x_120 = x_9.x_GLF_uniform_int_values[1].el;
float x_121 = float(x_120);
x_GLF_color = vec4(x_121, x_121, x_121, x_121);
}
}
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