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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 tint_padded_array_element {
int el;
};
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struct buf0 {
tint_padded_array_element x_GLF_uniform_int_values[2];
};
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element x_GLF_uniform_int_values[2];
} 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() {
mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f);
int x_29 = x_6.x_GLF_uniform_int_values[0].el;
float x_30 = float(x_29);
m = transpose(transpose(mat2(vec2(x_30, 0.0f), vec2(0.0f, x_30))));
mat2 x_36 = m;
int x_38 = x_6.x_GLF_uniform_int_values[0].el;
float x_39 = float(x_38);
mat2 x_42 = mat2(vec2(x_39, 0.0f), vec2(0.0f, x_39));
if ((all(equal(x_36[0u], x_42[0u])) & all(equal(x_36[1u], x_42[1u])))) {
int x_56 = x_6.x_GLF_uniform_int_values[0].el;
int x_59 = x_6.x_GLF_uniform_int_values[1].el;
int x_62 = x_6.x_GLF_uniform_int_values[1].el;
int x_65 = x_6.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_56), float(x_59), float(x_62), float(x_65));
} else {
int x_69 = x_6.x_GLF_uniform_int_values[1].el;
float x_70 = float(x_69);
x_GLF_color = vec4(x_70, x_70, x_70, x_70);
}
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: 0:27: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion)
ERROR: 0:27: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.