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_17; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a, inout vec2 b, inout vec2 c) { float x_66 = 0.0f; float x_67 = 0.0f; float x_68 = 0.0f; vec2 param = vec2(0.0f, 0.0f); vec2 param_1 = vec2(0.0f, 0.0f); vec2 param_2 = vec2(0.0f, 0.0f); vec2 param_3 = vec2(0.0f, 0.0f); vec2 param_4 = vec2(0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); bool x_135 = false; bool x_172 = false; bool x_136_phi = false; bool x_173_phi = false; float x_70 = p.x; float x_72 = a.x; float x_75 = p.y; float x_77 = a.y; float x_81 = b.x; float x_82 = a.x; float x_85 = b.y; float x_86 = a.y; param = vec2((x_70 - x_72), (x_75 - x_77)); param_1 = vec2((x_81 - x_82), (x_85 - x_86)); float x_90 = param.x; float x_92 = param_1.y; float x_95 = param_1.x; float x_97 = param.y; float x_99 = ((x_90 * x_92) - (x_95 * x_97)); x_68 = x_99; float x_100 = p.x; float x_101 = b.x; float x_103 = p.y; float x_104 = b.y; float x_108 = c.x; float x_109 = b.x; float x_112 = c.y; float x_113 = b.y; param_2 = vec2((x_100 - x_101), (x_103 - x_104)); param_3 = vec2((x_108 - x_109), (x_112 - x_113)); float x_117 = param_2.x; float x_119 = param_3.y; float x_122 = param_3.x; float x_124 = param_2.y; float x_126 = ((x_117 * x_119) - (x_122 * x_124)); x_67 = x_126; bool x_127 = (x_99 < 0.0f); bool x_129 = (x_127 & (x_126 < 0.0f)); x_136_phi = x_129; if (!(x_129)) { x_135 = ((x_99 >= 0.0f) & (x_126 >= 0.0f)); x_136_phi = x_135; } if (!(x_136_phi)) { return 0; } float x_140 = p.x; float x_141 = c.x; float x_143 = p.y; float x_144 = c.y; float x_147 = a.x; float x_148 = c.x; float x_150 = a.y; float x_151 = c.y; param_4 = vec2((x_140 - x_141), (x_143 - x_144)); param_5 = vec2((x_147 - x_148), (x_150 - x_151)); float x_155 = param_4.x; float x_157 = param_5.y; float x_160 = param_5.x; float x_162 = param_4.y; float x_164 = ((x_155 * x_157) - (x_160 * x_162)); x_66 = x_164; bool x_166 = (x_127 & (x_164 < 0.0f)); x_173_phi = x_166; if (!(x_166)) { x_172 = ((x_99 >= 0.0f) & (x_164 >= 0.0f)); x_173_phi = x_172; } if (!(x_173_phi)) { return 0; } return 1; } void main_1() { 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_55 = tint_symbol; vec2 x_58 = x_17.resolution; param_6 = (vec2(x_55.x, x_55.y) / x_58); param_7 = vec2(0.699999988f, 0.300000012f); param_8 = vec2(0.5f, 0.899999976f); param_9 = vec2(0.100000001f, 0.400000006f); int x_60 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9); if ((x_60 == 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: 0:62: '&' : 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: 0:62: '' : compilation terminated ERROR: 2 compilation errors. No code generated.