blob: 9d119bbde6dedd43652b667c5ddd0362c96c8f07 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
vec4 x_2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int x_3 = 0;
int x_4 = 0;
void main_1() {
vec4 x_16 = x_2;
if (((((int(x_16.x) & 1) + (int(x_16.y) & 1)) + x_3) == int(x_16.z))) {
}
x_4 = 1;
return;
}
struct main_out {
int x_4_1;
};
struct tint_symbol_2 {
int x_3_param;
vec4 x_2_param;
};
struct tint_symbol_3 {
int x_4_1;
};
main_out tint_symbol_inner(vec4 x_2_param, int x_3_param) {
x_2 = x_2_param;
x_3 = x_3_param;
main_1();
main_out tint_symbol_4 = main_out(x_4);
return tint_symbol_4;
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
main_out inner_result = tint_symbol_inner(tint_symbol_1.x_2_param, tint_symbol_1.x_3_param);
tint_symbol_3 wrapper_result = tint_symbol_3(0);
wrapper_result.x_4_1 = inner_result.x_4_1;
return wrapper_result;
}
in int x_3_param;
out int x_4_1;
void main() {
tint_symbol_2 inputs;
inputs.x_3_param = x_3_param;
inputs.x_2_param = gl_FragCoord;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
x_4_1 = outputs.x_4_1;
}
Error parsing GLSL shader:
ERROR: 0:41: 'int' : must be qualified as flat in
ERROR: 0:41: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.