SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct tint_padded_array_element { int el; }; struct buf1 { tint_padded_array_element x_GLF_uniform_int_values[4]; }; struct tint_padded_array_element_1 { float el; }; struct buf0 { tint_padded_array_element_1 x_GLF_uniform_float_values[1]; }; layout(binding = 1) uniform buf1_1 { tint_padded_array_element x_GLF_uniform_int_values[4]; } x_6; layout(binding = 0) uniform buf0_1 { tint_padded_array_element_1 x_GLF_uniform_float_values[1]; } x_10; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { mat4 m0 = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); int c = 0; mat4 m1 = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); int x_40 = x_6.x_GLF_uniform_int_values[1].el; float x_41 = float(x_40); m0 = mat4(vec4(x_41, 0.0f, 0.0f, 0.0f), vec4(0.0f, x_41, 0.0f, 0.0f), vec4(0.0f, 0.0f, x_41, 0.0f), vec4(0.0f, 0.0f, 0.0f, x_41)); int x_48 = x_6.x_GLF_uniform_int_values[2].el; c = x_48; while (true) { int x_53 = c; int x_55 = x_6.x_GLF_uniform_int_values[0].el; if ((x_53 < x_55)) { } else { break; } m1 = m0; int x_59 = c; int x_61 = x_6.x_GLF_uniform_int_values[3].el; int x_64 = x_6.x_GLF_uniform_int_values[2].el; float x_66 = x_10.x_GLF_uniform_float_values[0].el; m1[(x_59 % x_61)][x_64] = x_66; int x_68 = c; int x_70 = x_6.x_GLF_uniform_int_values[3].el; int x_73 = x_6.x_GLF_uniform_int_values[2].el; float x_75 = x_10.x_GLF_uniform_float_values[0].el; m0[(x_68 % x_70)][x_73] = x_75; { c = (c + 1); } } mat4 x_79 = m0; int x_81 = x_6.x_GLF_uniform_int_values[1].el; int x_84 = x_6.x_GLF_uniform_int_values[2].el; int x_87 = x_6.x_GLF_uniform_int_values[1].el; int x_90 = x_6.x_GLF_uniform_int_values[1].el; int x_93 = x_6.x_GLF_uniform_int_values[1].el; int x_96 = x_6.x_GLF_uniform_int_values[2].el; int x_99 = x_6.x_GLF_uniform_int_values[1].el; int x_102 = x_6.x_GLF_uniform_int_values[1].el; int x_105 = x_6.x_GLF_uniform_int_values[1].el; int x_108 = x_6.x_GLF_uniform_int_values[2].el; int x_111 = x_6.x_GLF_uniform_int_values[1].el; int x_114 = x_6.x_GLF_uniform_int_values[1].el; int x_117 = x_6.x_GLF_uniform_int_values[1].el; int x_120 = x_6.x_GLF_uniform_int_values[2].el; int x_123 = x_6.x_GLF_uniform_int_values[1].el; int x_126 = x_6.x_GLF_uniform_int_values[1].el; mat4 x_132 = mat4(vec4(float(x_81), float(x_84), float(x_87), float(x_90)), vec4(float(x_93), float(x_96), float(x_99), float(x_102)), vec4(float(x_105), float(x_108), float(x_111), float(x_114)), vec4(float(x_117), float(x_120), float(x_123), float(x_126))); if ((((all(equal(x_79[0u], x_132[0u])) & all(equal(x_79[1u], x_132[1u]))) & all(equal(x_79[2u], x_132[2u]))) & all(equal(x_79[3u], x_132[3u])))) { int x_156 = x_6.x_GLF_uniform_int_values[2].el; int x_159 = x_6.x_GLF_uniform_int_values[1].el; int x_162 = x_6.x_GLF_uniform_int_values[1].el; int x_165 = x_6.x_GLF_uniform_int_values[2].el; x_GLF_color = vec4(float(x_156), float(x_159), float(x_162), float(x_165)); } else { int x_169 = x_6.x_GLF_uniform_int_values[1].el; float x_170 = float(x_169); x_GLF_color = vec4(x_170, x_170, x_170, x_170); } return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol() { main_1(); main_out tint_symbol_1 = main_out(x_GLF_color); return tint_symbol_1; } void main() { main_out inner_result = tint_symbol(); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:79: '&' : 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: 0:79: '' : compilation terminated ERROR: 2 compilation errors. No code generated.