SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 injectionSwitch; }; int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); layout (binding = 0) uniform buf0_1 { vec2 injectionSwitch; } x_28; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) { int k = 0; int i = 0; int j = 0; int i_1 = 0; int x_302 = from; k = x_302; int x_303 = from; i = x_303; int x_304 = mid; j = (x_304 + 1); while (true) { int x_310 = i; int x_311 = mid; int x_313 = j; int x_314 = to; if (((x_310 <= x_311) & (x_313 <= x_314))) { } else { break; } int x_320 = data[i]; int x_323 = data[j]; if ((x_320 < x_323)) { int x_328 = k; k = (x_328 + 1); int x_330 = i; i = (x_330 + 1); int x_333 = data[x_330]; temp[x_328] = x_333; } else { int x_335 = k; k = (x_335 + 1); int x_337 = j; j = (x_337 + 1); int x_340 = data[x_337]; temp[x_335] = x_340; } } while (true) { int x_346 = i; int x_348 = i; int x_349 = mid; if (((x_346 < 10) & (x_348 <= x_349))) { } else { break; } int x_353 = k; k = (x_353 + 1); int x_355 = i; i = (x_355 + 1); int x_358 = data[x_355]; temp[x_353] = x_358; } int x_360 = from; i_1 = x_360; while (true) { int x_365 = i_1; int x_366 = to; if ((x_365 <= x_366)) { } else { break; } int x_369 = i_1; int x_372 = temp[i_1]; data[x_369] = x_372; { i_1 = (i_1 + 1); } } return; } void main_1() { int x_85 = 0; int x_86 = 0; int x_87 = 0; int x_88 = 0; int x_89 = 0; int x_90 = 0; int x_91 = 0; int x_92 = 0; int x_93 = 0; int x_94 = 0; int i_3 = 0; int j_1 = 0; float grey = 0.0f; float x_96 = x_28.injectionSwitch.x; i_3 = int(x_96); while (true) { switch(i_3) { case 9: { data[i_3] = -5; break; } case 8: { data[i_3] = -4; break; } case 7: { data[i_3] = -3; break; } case 6: { data[i_3] = -2; break; } case 5: { data[i_3] = -1; break; } case 4: { data[i_3] = 0; break; } case 3: { data[i_3] = 1; break; } case 2: { data[i_3] = 2; break; } case 1: { data[i_3] = 3; break; } case 0: { data[i_3] = 4; break; } default: { break; } } i_3 = (i_3 + 1); { if ((i_3 < 10)) { } else { break; } } } j_1 = 0; { for(; (j_1 < 10); j_1 = (j_1 + 1)) { int x_145 = j_1; int x_148 = data[j_1]; temp[x_145] = x_148; } } x_94 = 0; x_93 = 9; x_92 = 1; { for(; (x_92 <= x_93); x_92 = (2 * x_92)) { x_91 = x_94; { for(; (x_91 < x_93); x_91 = (x_91 + (2 * x_92))) { x_90 = x_91; x_89 = ((x_91 + x_92) - 1); x_88 = min(((x_91 + (2 * x_92)) - 1), x_93); x_87 = x_90; x_86 = x_89; x_85 = x_88; merge_i1_i1_i1_(x_87, x_86, x_85); } } } } float x_193 = tint_symbol.y; if ((int(x_193) < 30)) { int x_200 = data[0]; grey = (0.5f + (float(x_200) / 10.0f)); } else { float x_205 = tint_symbol.y; if ((int(x_205) < 60)) { int x_212 = data[1]; grey = (0.5f + (float(x_212) / 10.0f)); } else { float x_217 = tint_symbol.y; if ((int(x_217) < 90)) { int x_224 = data[2]; grey = (0.5f + (float(x_224) / 10.0f)); } else { float x_229 = tint_symbol.y; if ((int(x_229) < 120)) { int x_236 = data[3]; grey = (0.5f + (float(x_236) / 10.0f)); } else { float x_241 = tint_symbol.y; if ((int(x_241) < 150)) { discard; } else { float x_248 = tint_symbol.y; if ((int(x_248) < 180)) { int x_255 = data[5]; grey = (0.5f + (float(x_255) / 10.0f)); } else { float x_260 = tint_symbol.y; if ((int(x_260) < 210)) { int x_267 = data[6]; grey = (0.5f + (float(x_267) / 10.0f)); } else { float x_272 = tint_symbol.y; if ((int(x_272) < 240)) { int x_279 = data[7]; grey = (0.5f + (float(x_279) / 10.0f)); } else { float x_284 = tint_symbol.y; if ((int(x_284) < 270)) { int x_291 = data[8]; grey = (0.5f + (float(x_291) / 10.0f)); } else { discard; } } } } } } } } } float x_295 = grey; vec3 x_296 = vec3(x_295, x_295, x_295); x_GLF_color = vec4(x_296.x, x_296.y, x_296.z, 1.0f); return; } struct main_out { vec4 x_GLF_color_1; }; struct tint_symbol_4 { vec4 tint_symbol_2; }; struct tint_symbol_5 { vec4 x_GLF_color_1; }; main_out tint_symbol_1_inner(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_6 = main_out(x_GLF_color); return tint_symbol_6; } tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) { main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2); tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; } out vec4 x_GLF_color_1; void main() { tint_symbol_4 inputs; inputs.tint_symbol_2 = gl_FragCoord; tint_symbol_5 outputs; outputs = tint_symbol_1(inputs); x_GLF_color_1 = outputs.x_GLF_color_1; } Error parsing GLSL shader: ERROR: 0:32: '&' : 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: 0:32: '' : compilation terminated ERROR: 2 compilation errors. No code generated.