SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct tint_padded_array_element { float el; }; struct buf1 { tint_padded_array_element x_GLF_uniform_float_values[2]; }; struct tint_padded_array_element_1 { int el; }; struct buf0 { tint_padded_array_element_1 x_GLF_uniform_int_values[3]; }; layout(binding = 1) uniform buf1_1 { tint_padded_array_element x_GLF_uniform_float_values[2]; } x_6; layout(binding = 0) uniform buf0_1 { tint_padded_array_element_1 x_GLF_uniform_int_values[3]; } x_8; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { mat3x2 m32 = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float sums[3] = float[3](0.0f, 0.0f, 0.0f); int x_52_phi = 0; float x_40 = x_6.x_GLF_uniform_float_values[0].el; m32 = mat3x2(vec2(x_40, 0.0f), vec2(0.0f, x_40), vec2(0.0f, 0.0f)); int x_45 = x_8.x_GLF_uniform_int_values[0].el; if ((x_45 == 1)) { m32[3][x_45] = x_40; } float tint_symbol_1[3] = float[3](x_40, x_40, x_40); sums = tint_symbol_1; x_52_phi = x_45; while (true) { int x_53 = 0; int x_52 = x_52_phi; int x_56 = x_8.x_GLF_uniform_int_values[2].el; if ((x_52 < x_56)) { } else { break; } { float x_60 = m32[x_52][x_45]; int x_61_save = x_56; float x_62 = sums[x_61_save]; sums[x_61_save] = (x_62 + x_60); x_53 = (x_52 + 1); x_52_phi = x_53; } } float x_65 = sums[x_45]; float x_67 = x_6.x_GLF_uniform_float_values[1].el; int x_69 = x_8.x_GLF_uniform_int_values[1].el; float x_71 = sums[x_69]; x_GLF_color = vec4(x_65, x_67, x_67, x_71); return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol() { main_1(); main_out tint_symbol_2 = main_out(x_GLF_color); return tint_symbol_2; } 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: 0:38: '[' : matrix index out of range '3' ERROR: 0:38: '' : compilation terminated ERROR: 2 compilation errors. No code generated.