SKIP: FAILED #version 310 es struct ssbOut { float result[]; }; struct ssbA { float A[]; }; struct Uniforms { float NAN; int aShape; int outShape; int outShapeStrides; int size; }; layout(binding = 0, std430) buffer ssbOut_1 { float result[]; } x_16; layout(binding = 1, std430) buffer ssbA_1 { float A[]; } x_20; uvec3 tint_symbol = uvec3(0u, 0u, 0u); layout(binding = 2) uniform Uniforms_1 { float NAN; int aShape; int outShape; int outShapeStrides; int size; } x_24; float getAAtOutCoords_() { uint x_42 = tint_symbol.x; float x_44 = x_20.A[x_42]; return x_44; } float unaryOperation_f1_(inout float a) { float x_47 = a; if ((x_47 < 0.0f)) { return uintBitsToFloat(0x7f800000u); } float x_55 = a; return log(x_55); } void setOutput_i1_f1_(inout int flatIndex, inout float value) { int x_27 = flatIndex; float x_28 = value; x_16.result[x_27] = x_28; return; } void main_1() { int index = 0; float a_1 = 0.0f; float param = 0.0f; int param_1 = 0; float param_2 = 0.0f; uint x_61 = tint_symbol.x; index = int(x_61); int x_63 = index; int x_70 = x_24.size; if ((x_63 < x_70)) { float x_75 = getAAtOutCoords_(); a_1 = x_75; param = a_1; float x_78 = unaryOperation_f1_(param); param_1 = index; param_2 = x_78; setOutput_i1_f1_(param_1, param_2); } return; } void tint_symbol_1(uvec3 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); } layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol_1(gl_GlobalInvocationID); return; } Error parsing GLSL shader: ERROR: 0:4: '' : array size required ERROR: 0:5: '' : compilation terminated ERROR: 2 compilation errors. No code generated.