SKIP: FAILED #version 310 es precision mediump float; struct tint_padded_array_element { int el; }; struct buf0 { tint_padded_array_element x_GLF_uniform_int_values[2]; }; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout (binding = 0) uniform buf0_1 { tint_padded_array_element x_GLF_uniform_int_values[2]; } x_5; void main_1() { if (((1.0f % 1.0f) <= 0.01f)) { int x_29 = x_5.x_GLF_uniform_int_values[0].el; int x_32 = x_5.x_GLF_uniform_int_values[0].el; int x_35 = x_5.x_GLF_uniform_int_values[1].el; x_GLF_color = vec4(1.0f, float(x_29), float(x_32), float(x_35)); } else { int x_39 = x_5.x_GLF_uniform_int_values[0].el; float x_40 = float(x_39); x_GLF_color = vec4(x_40, x_40, x_40, x_40); } return; } struct main_out { vec4 x_GLF_color_1; }; struct tint_symbol_1 { vec4 x_GLF_color_1; }; main_out tint_symbol_inner() { main_1(); main_out tint_symbol_2 = main_out(x_GLF_color); return tint_symbol_2; } tint_symbol_1 tint_symbol() { main_out inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; } out vec4 x_GLF_color_1; void main() { tint_symbol_1 outputs; outputs = tint_symbol(); x_GLF_color_1 = outputs.x_GLF_color_1; } Error parsing GLSL shader: ERROR: 0:17: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' const float' and a right operand of type ' const float' (or there is no acceptable conversion) ERROR: 0:17: '' : compilation terminated ERROR: 2 compilation errors. No code generated.