SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct buf0 { vec2 resolution; }; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout(binding = 0) uniform buf0_1 { vec2 resolution; } x_24; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) { float x_79 = a.x; float x_81 = b.y; float x_84 = b.x; float x_86 = a.y; return ((x_79 * x_81) - (x_84 * x_86)); } int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) { bool x_90 = false; int x_91 = 0; float pab = 0.0f; vec2 param = vec2(0.0f, 0.0f); vec2 param_1 = vec2(0.0f, 0.0f); float pbc = 0.0f; vec2 param_2 = vec2(0.0f, 0.0f); vec2 param_3 = vec2(0.0f, 0.0f); float pca = 0.0f; vec2 param_4 = vec2(0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); bool x_140 = false; bool x_168 = false; bool x_141_phi = false; bool x_169_phi = false; int x_173_phi = 0; switch(0u) { default: { float x_95 = p.x; float x_97 = a_1.x; float x_100 = p.y; float x_102 = a_1.y; float x_106 = b_1.x; float x_107 = a_1.x; float x_110 = b_1.y; float x_111 = a_1.y; param = vec2((x_95 - x_97), (x_100 - x_102)); param_1 = vec2((x_106 - x_107), (x_110 - x_111)); float x_114 = cross2d_vf2_vf2_(param, param_1); pab = x_114; float x_115 = p.x; float x_116 = b_1.x; float x_118 = p.y; float x_119 = b_1.y; float x_123 = c.x; float x_124 = b_1.x; float x_127 = c.y; float x_128 = b_1.y; param_2 = vec2((x_115 - x_116), (x_118 - x_119)); param_3 = vec2((x_123 - x_124), (x_127 - x_128)); float x_131 = cross2d_vf2_vf2_(param_2, param_3); pbc = x_131; bool x_134 = ((x_114 < 0.0f) & (x_131 < 0.0f)); x_141_phi = x_134; if (!(x_134)) { x_140 = ((x_114 >= 0.0f) & (x_131 >= 0.0f)); x_141_phi = x_140; } if (!(x_141_phi)) { x_90 = true; x_91 = 0; x_173_phi = 0; break; } float x_145 = p.x; float x_146 = c.x; float x_148 = p.y; float x_149 = c.y; float x_152 = a_1.x; float x_153 = c.x; float x_155 = a_1.y; float x_156 = c.y; param_4 = vec2((x_145 - x_146), (x_148 - x_149)); param_5 = vec2((x_152 - x_153), (x_155 - x_156)); float x_159 = cross2d_vf2_vf2_(param_4, param_5); pca = x_159; bool x_162 = ((x_114 < 0.0f) & (x_159 < 0.0f)); x_169_phi = x_162; if (!(x_162)) { x_168 = ((x_114 >= 0.0f) & (x_159 >= 0.0f)); x_169_phi = x_168; } if (!(x_169_phi)) { x_90 = true; x_91 = 0; x_173_phi = 0; break; } x_90 = true; x_91 = 1; x_173_phi = 1; break; } } return x_173_phi; } void main_1() { vec2 pos = vec2(0.0f, 0.0f); vec2 param_6 = vec2(0.0f, 0.0f); vec2 param_7 = vec2(0.0f, 0.0f); vec2 param_8 = vec2(0.0f, 0.0f); vec2 param_9 = vec2(0.0f, 0.0f); vec4 x_67 = tint_symbol; vec2 x_70 = x_24.resolution; vec2 x_71 = (vec2(x_67.x, x_67.y) / x_70); pos = x_71; param_6 = x_71; param_7 = vec2(0.699999988f, 0.300000012f); param_8 = vec2(0.5f, 0.899999976f); param_9 = vec2(0.100000001f, 0.400000006f); int x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9); if ((x_72 == 1)) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f); } return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol_1(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_3 = main_out(x_GLF_color); return tint_symbol_3; } void main() { main_out inner_result = tint_symbol_1(gl_FragCoord); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:66: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion) ERROR: 0:66: '' : compilation terminated ERROR: 2 compilation errors. No code generated.