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]; }; layout (binding = 0) uniform buf0_1 { tint_padded_array_element x_GLF_uniform_int_values[2]; } x_6; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f); int x_29 = x_6.x_GLF_uniform_int_values[0].el; float x_30 = float(x_29); m = transpose(transpose(mat2(vec2(x_30, 0.0f), vec2(0.0f, x_30)))); mat2 x_36 = m; int x_38 = x_6.x_GLF_uniform_int_values[0].el; float x_39 = float(x_38); mat2 x_42 = mat2(vec2(x_39, 0.0f), vec2(0.0f, x_39)); if ((all(equal(x_36[0u], x_42[0u])) & all(equal(x_36[1u], x_42[1u])))) { int x_56 = x_6.x_GLF_uniform_int_values[0].el; int x_59 = x_6.x_GLF_uniform_int_values[1].el; int x_62 = x_6.x_GLF_uniform_int_values[1].el; int x_65 = x_6.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(float(x_56), float(x_59), float(x_62), float(x_65)); } else { int x_69 = x_6.x_GLF_uniform_int_values[1].el; float x_70 = float(x_69); x_GLF_color = vec4(x_70, x_70, x_70, x_70); } 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: 0:25: '&' : 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: 0:25: '' : compilation terminated ERROR: 2 compilation errors. No code generated.