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]; }; struct tint_padded_array_element_1 { float el; }; struct buf1 { tint_padded_array_element_1 x_GLF_uniform_float_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; layout (binding = 1) uniform buf1_1 { tint_padded_array_element_1 x_GLF_uniform_float_values[2]; } x_8; void main_1() { float a = 0.0f; int x_10 = x_5.x_GLF_uniform_int_values[0].el; int x_11 = x_5.x_GLF_uniform_int_values[1].el; int x_12 = x_5.x_GLF_uniform_int_values[1].el; int x_13 = x_5.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(float(x_10), float(x_11), float(x_12), float(x_13)); float x_45 = x_8.x_GLF_uniform_float_values[1].el; a = (uintBitsToFloat(0xff800000u) % x_45); float x_47 = a; float x_49 = x_8.x_GLF_uniform_float_values[0].el; if ((x_47 != x_49)) { float x_54 = x_8.x_GLF_uniform_float_values[0].el; x_GLF_color.y = x_54; } 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: 0:33: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' global highp float' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) ERROR: 0:33: '' : compilation terminated ERROR: 2 compilation errors. No code generated.