SKIP: FAILED #version 310 es precision mediump float; struct buf1 { vec2 injectionSwitch; }; struct buf2 { vec2 resolution; }; struct doesNotMatter { int x_compute_data[]; }; uvec3 tint_symbol = uvec3(0u, 0u, 0u); layout (binding = 1) uniform buf1_1 { vec2 injectionSwitch; } x_10; layout (binding = 2) uniform buf2_1 { vec2 resolution; } x_13; layout (binding = 0) buffer doesNotMatter_1 { int x_compute_data[]; } x_15; void main_1() { float A[1] = float[1](0.0f); int i = 0; vec4 value = vec4(0.0f, 0.0f, 0.0f, 0.0f); int m = 0; int l = 0; int n = 0; A[0] = 0.0f; i = 0; { for(; (i < 50); i = (i + 1)) { if ((i > 0)) { float x_68 = A[0]; float x_70 = A[0]; A[0] = (x_70 + x_68); } } } while (true) { uint x_80 = tint_symbol.x; if ((x_80 < 100u)) { value = vec4(0.0f, 0.0f, 0.0f, 1.0f); m = 0; { for(; (m < 1); m = (m + 1)) { l = 0; { for(; (l < 1); l = (l + 1)) { float x_100 = x_10.injectionSwitch.x; float x_102 = x_10.injectionSwitch.y; if ((x_100 > x_102)) { return; } } } } } n = 0; { for(; (n < 1); n = (n + 1)) { float x_118 = x_10.injectionSwitch.x; float x_120 = x_10.injectionSwitch.y; if ((x_118 > x_120)) { memoryBarrierShared(); } } } } else { uint x_127 = tint_symbol.x; if ((x_127 < 120u)) { float x_133 = A[0]; float x_135 = x_13.resolution.x; float x_138 = A[0]; float x_140 = x_13.resolution.y; value = vec4((x_133 / x_135), (x_138 / x_140), 0.0f, 1.0f); } else { float x_144 = x_10.injectionSwitch.x; float x_146 = x_10.injectionSwitch.y; if ((x_144 > x_146)) { { if (false) { } else { break; } } continue; } } } { if (false) { } else { break; } } } float x_151 = value.x; x_15.x_compute_data[0] = int(x_151); float x_155 = value.y; x_15.x_compute_data[1] = int(x_155); float x_159 = value.z; x_15.x_compute_data[2] = int(x_159); float x_163 = value.w; x_15.x_compute_data[3] = int(x_163); return; } struct tint_symbol_4 { uvec3 tint_symbol_2; }; void tint_symbol_1_inner(uvec3 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void tint_symbol_1(tint_symbol_4 tint_symbol_3) { tint_symbol_1_inner(tint_symbol_3.tint_symbol_2); return; } void main() { tint_symbol_4 inputs; inputs.tint_symbol_2 = gl_GlobalInvocationID; tint_symbol_1(inputs); } Error parsing GLSL shader: ERROR: 0:11: '' : array size required ERROR: 0:12: '' : compilation terminated ERROR: 2 compilation errors. No code generated.