SKIP: FAILED #version 310 es precision mediump float; uint tint_pack2x16float(vec2 param_0) { uint2 i = f32tof16(param_0); return i.x | (i.y << 16); } vec4 tint_unpack4x8snorm(uint param_0) { int j = int(param_0); int4 i = int4(j << 24, j << 16, j << 8, j) >> 24; return clamp(float4(i) / 127.0, -1.0, 1.0); } layout(location = 0) out vec4 x_GLF_color_1_1; struct strided_arr { int el; }; struct buf1 { strided_arr x_GLF_uniform_int_values[4]; }; struct strided_arr_1 { float el; }; struct buf0 { strided_arr_1 x_GLF_uniform_float_values[3]; }; layout(binding = 1) uniform buf1_1 { strided_arr x_GLF_uniform_int_values[4]; } x_8; layout(binding = 0) uniform buf0_1 { strided_arr_1 x_GLF_uniform_float_values[3]; } x_10; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { uint a = 0u; vec4 v1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); float E = 0.0f; bool x_69 = false; bool x_85 = false; bool x_101 = false; bool x_70_phi = false; bool x_86_phi = false; bool x_102_phi = false; a = tint_pack2x16float(vec2(1.0f, 1.0f)); v1 = tint_unpack4x8snorm(a); E = 0.01f; int x_43 = x_8.x_GLF_uniform_int_values[1].el; float x_45 = v1[x_43]; float x_47 = x_10.x_GLF_uniform_float_values[0].el; float x_49 = x_10.x_GLF_uniform_float_values[1].el; bool x_54 = (abs((x_45 - (x_47 / x_49))) < E); x_70_phi = x_54; if (x_54) { int x_58 = x_8.x_GLF_uniform_int_values[0].el; float x_60 = v1[x_58]; float x_62 = x_10.x_GLF_uniform_float_values[2].el; float x_64 = x_10.x_GLF_uniform_float_values[1].el; x_69 = (abs((x_60 - (x_62 / x_64))) < E); x_70_phi = x_69; } bool x_70 = x_70_phi; x_86_phi = x_70; if (x_70) { int x_74 = x_8.x_GLF_uniform_int_values[2].el; float x_76 = v1[x_74]; float x_78 = x_10.x_GLF_uniform_float_values[0].el; float x_80 = x_10.x_GLF_uniform_float_values[1].el; x_85 = (abs((x_76 - (x_78 / x_80))) < E); x_86_phi = x_85; } bool x_86 = x_86_phi; x_102_phi = x_86; if (x_86) { int x_90 = x_8.x_GLF_uniform_int_values[3].el; float x_92 = v1[x_90]; float x_94 = x_10.x_GLF_uniform_float_values[2].el; float x_96 = x_10.x_GLF_uniform_float_values[1].el; x_101 = (abs((x_92 - (x_94 / x_96))) < E); x_102_phi = x_101; } if (x_102_phi) { int x_107 = x_8.x_GLF_uniform_int_values[0].el; int x_110 = x_8.x_GLF_uniform_int_values[1].el; int x_113 = x_8.x_GLF_uniform_int_values[1].el; int x_116 = x_8.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(float(x_107), float(x_110), float(x_113), float(x_116)); } else { int x_120 = x_8.x_GLF_uniform_int_values[1].el; float x_122 = v1[x_120]; x_GLF_color = vec4(x_122, x_122, x_122, x_122); } 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: 0:5: 'uint2' : undeclared identifier ERROR: 0:5: '' : compilation terminated ERROR: 2 compilation errors. No code generated.