| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct S { |
| vec4 field0; |
| }; |
| |
| struct S_1 { |
| vec4 field0; |
| }; |
| |
| struct main_out { |
| vec4 x_3_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_3 = vec4(0.0f); |
| uniform S x_5; |
| void main_1() { |
| vec4 x_20 = x_5.field0; |
| S_1 x_21_1 = S_1(vec4(0.0f)); |
| x_21_1.field0 = x_20; |
| x_3 = x_21_1.field0; |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_3); |
| } |
| 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 |