SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct buf0 { vec2 injectionSwitch; }; struct buf1 { vec2 resolution; }; int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); layout(binding = 0) uniform buf0_1 { vec2 injectionSwitch; } x_28; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) { int k = 0; int i = 0; int j = 0; int i_1 = 0; int x_254 = from; k = x_254; int x_255 = from; i = x_255; int x_256 = mid; j = (x_256 + 1); while (true) { int x_262 = i; int x_263 = mid; int x_265 = j; int x_266 = to; if (((x_262 <= x_263) & (x_265 <= x_266))) { } else { break; } int x_272 = data[i]; int x_275 = data[j]; if ((x_272 < x_275)) { int x_280 = k; k = (x_280 + 1); int x_282 = i; i = (x_282 + 1); int x_285 = data[x_282]; temp[x_280] = x_285; } else { int x_287 = k; k = (x_287 + 1); int x_289 = j; j = (x_289 + 1); int x_292 = data[x_289]; temp[x_287] = x_292; } } while (true) { int x_298 = i; int x_300 = i; int x_301 = mid; if (((x_298 < 10) & (x_300 <= x_301))) { } else { break; } int x_305 = k; k = (x_305 + 1); int x_307 = i; i = (x_307 + 1); int x_310 = data[x_307]; temp[x_305] = x_310; } int x_312 = from; i_1 = x_312; while (true) { int x_317 = i_1; int x_318 = to; if ((x_317 <= x_318)) { } else { break; } int x_321 = i_1; int x_324 = temp[i_1]; data[x_321] = x_324; { i_1 = (i_1 + 1); } } return; } void mergeSort_() { int low = 0; int high = 0; int m = 0; int i_2 = 0; int from_1 = 0; int mid_1 = 0; int to_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; low = 0; high = 9; m = 1; { for(; (m <= high); m = (2 * m)) { i_2 = low; { for(; (i_2 < high); i_2 = (i_2 + (2 * m))) { from_1 = i_2; mid_1 = ((i_2 + m) - 1); to_1 = min(((i_2 + (2 * m)) - 1), high); param = from_1; param_1 = mid_1; param_2 = to_1; merge_i1_i1_i1_(param, param_1, param_2); } } } } return; } void main_1() { int i_3 = 0; int j_1 = 0; float grey = 0.0f; float x_87 = x_28.injectionSwitch.x; i_3 = int(x_87); while (true) { switch(i_3) { case 9: { data[i_3] = -5; break; } case 8: { data[i_3] = -4; break; } case 7: { data[i_3] = -3; break; } case 6: { data[i_3] = -2; break; } case 5: { data[i_3] = -1; break; } case 4: { data[i_3] = 0; break; } case 3: { data[i_3] = 1; break; } case 2: { data[i_3] = 2; break; } case 1: { data[i_3] = 3; break; } case 0: { data[i_3] = 4; break; } default: { break; } } i_3 = (i_3 + 1); { if ((i_3 < 10)) { } else { break; } } } j_1 = 0; { for(; (j_1 < 10); j_1 = (j_1 + 1)) { int x_136 = j_1; int x_139 = data[j_1]; temp[x_136] = x_139; } } mergeSort_(); float x_145 = tint_symbol.y; if ((int(x_145) < 30)) { int x_152 = data[0]; grey = (0.5f + (float(x_152) / 10.0f)); } else { float x_157 = tint_symbol.y; if ((int(x_157) < 60)) { int x_164 = data[1]; grey = (0.5f + (float(x_164) / 10.0f)); } else { float x_169 = tint_symbol.y; if ((int(x_169) < 90)) { int x_176 = data[2]; grey = (0.5f + (float(x_176) / 10.0f)); } else { float x_181 = tint_symbol.y; if ((int(x_181) < 120)) { int x_188 = data[3]; grey = (0.5f + (float(x_188) / 10.0f)); } else { float x_193 = tint_symbol.y; if ((int(x_193) < 150)) { discard; } else { float x_200 = tint_symbol.y; if ((int(x_200) < 180)) { int x_207 = data[5]; grey = (0.5f + (float(x_207) / 10.0f)); } else { float x_212 = tint_symbol.y; if ((int(x_212) < 210)) { int x_219 = data[6]; grey = (0.5f + (float(x_219) / 10.0f)); } else { float x_224 = tint_symbol.y; if ((int(x_224) < 240)) { int x_231 = data[7]; grey = (0.5f + (float(x_231) / 10.0f)); } else { float x_236 = tint_symbol.y; if ((int(x_236) < 270)) { int x_243 = data[8]; grey = (0.5f + (float(x_243) / 10.0f)); } else { discard; } } } } } } } } } float x_247 = grey; vec3 x_248 = vec3(x_247, x_247, x_247); x_GLF_color = vec4(x_248.x, x_248.y, x_248.z, 1.0f); return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol_1(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_3 = main_out(x_GLF_color); return tint_symbol_3; } void main() { main_out inner_result = tint_symbol_1(gl_FragCoord); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:37: '&' : 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: 0:37: '' : compilation terminated ERROR: 2 compilation errors. No code generated.