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SKIP: FAILED
#version 310 es
precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct buf0 {
float one;
};
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layout(binding = 0) uniform buf0_1 {
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float one;
} x_6;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
float f = 0.0f;
float x_28 = x_6.one;
f = (4.0f / (2.0f * x_28));
if (((f > 1.899999976f) & (f < 2.099999905f))) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
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main_out tint_symbol() {
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main_1();
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main_out tint_symbol_1 = main_out(x_GLF_color);
return tint_symbol_1;
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}
void main() {
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main_out inner_result = tint_symbol();
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
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}
Error parsing GLSL shader:
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ERROR: 0:18: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:18: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.