SKIP: FAILED #version 310 es struct buf0 { vec2 injectionSwitch; }; struct doesNotMatter { uint x_compute_data[]; }; vec4 GLF_live2gl_FragCoord = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout(binding = 1) uniform buf0_1 { vec2 injectionSwitch; } x_9; layout(binding = 0, std430) buffer doesNotMatter_1 { uint x_compute_data[]; } x_12; void main_1() { int GLF_live2_looplimiter1 = 0; int i = 0; int j = 0; float GLF_dead3x = 0.0f; float x_51 = 0.0f; int GLF_dead3k = 0; GLF_live2_looplimiter1 = 0; i = 0; { for(; (i < 1); i = (i + 1)) { if ((GLF_live2_looplimiter1 >= 3)) { j = 0; { for(; (j < 1); j = (j + 1)) { float x_13 = GLF_live2gl_FragCoord.x; if ((int(x_13) < 120)) { } else { barrier(); } } } break; } } } float x_81 = x_9.injectionSwitch.x; float x_83 = x_9.injectionSwitch.y; if ((x_81 > x_83)) { float x_14 = GLF_live2gl_FragCoord.x; x_51 = x_14; } else { x_51 = 0.0f; } GLF_dead3x = x_51; GLF_dead3k = 0; { for(; (GLF_dead3k < 2); GLF_dead3k = (GLF_dead3k + 1)) { if ((GLF_dead3x > 4.0f)) { break; } float x_16 = GLF_live2gl_FragCoord.x; GLF_dead3x = x_16; barrier(); } } x_12.x_compute_data[0] = 42u; return; } void tint_symbol() { main_1(); } layout(local_size_x = 1, local_size_y = 18, local_size_z = 6) in; void main() { tint_symbol(); return; } Error parsing GLSL shader: ERROR: 0:8: '' : array size required ERROR: 0:9: '' : compilation terminated ERROR: 2 compilation errors. No code generated.