SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct strided_arr { float el; }; struct buf0 { strided_arr x_GLF_uniform_float_values[2]; }; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout(binding = 0) uniform buf0_1 { strided_arr x_GLF_uniform_float_values[2]; } x_8; void main_1() { float a = 0.0f; float b = 0.0f; float c = 0.0f; a = -1.0f; b = 1.700000048f; c = pow(a, b); float x_30 = c; x_GLF_color = vec4(x_30, x_30, x_30, x_30); if (((a == -1.0f) & (b == 1.700000048f))) { float x_41 = x_8.x_GLF_uniform_float_values[0].el; float x_43 = x_8.x_GLF_uniform_float_values[1].el; float x_45 = x_8.x_GLF_uniform_float_values[1].el; float x_47 = x_8.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_41, x_43, x_45, x_47); } else { float x_50 = x_8.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_50, x_50, x_50, x_50); } return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol() { main_1(); main_out tint_symbol_1 = main_out(x_GLF_color); return tint_symbol_1; } void main() { main_out inner_result = tint_symbol(); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:27: '&' : 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: 0:27: '' : compilation terminated ERROR: 2 compilation errors. No code generated.