SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct strided_arr { int el; }; struct buf1 { strided_arr x_GLF_uniform_int_values[3]; }; struct strided_arr_1 { float el; }; struct buf0 { strided_arr_1 x_GLF_uniform_float_values[2]; }; layout(binding = 1) uniform buf1_1 { strided_arr x_GLF_uniform_int_values[3]; } x_6; layout(binding = 0) uniform buf0_1 { strided_arr_1 x_GLF_uniform_float_values[2]; } x_10; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int A[2] = int[2](0, 0); int i = 0; int a = 0; vec2 v1 = vec2(0.0f, 0.0f); vec2 v2 = vec2(0.0f, 0.0f); int b = 0; int x_46 = x_6.x_GLF_uniform_int_values[2].el; int x_48 = x_6.x_GLF_uniform_int_values[0].el; A[x_46] = x_48; int x_51 = x_6.x_GLF_uniform_int_values[0].el; int x_53 = x_6.x_GLF_uniform_int_values[1].el; A[x_51] = x_53; int x_56 = x_6.x_GLF_uniform_int_values[0].el; i = x_56; while (true) { int x_61 = i; int x_63 = x_6.x_GLF_uniform_int_values[2].el; if ((x_61 > x_63)) { } else { break; } i = (i - 1); } float x_69 = x_10.x_GLF_uniform_float_values[1].el; float x_71 = x_10.x_GLF_uniform_float_values[1].el; int x_76 = A[((x_69 >= x_71) ? 1 : i)]; a = x_76; int x_78 = x_6.x_GLF_uniform_int_values[0].el; int x_80 = a; int x_84 = x_6.x_GLF_uniform_int_values[0].el; int x_87 = x_6.x_GLF_uniform_int_values[0].el; float x_91 = x_10.x_GLF_uniform_float_values[1].el; float x_93 = x_10.x_GLF_uniform_float_values[0].el; v1 = (bvec2((x_91 < x_93), true) ? vec2(float(x_84), float(x_87)) : vec2(float(x_78), float(x_80))); int x_98 = x_6.x_GLF_uniform_int_values[2].el; float x_100 = v1[x_98]; int x_103 = x_6.x_GLF_uniform_int_values[0].el; float x_105 = v1[x_103]; v2 = (bvec2(false, false) ? vec2(x_105, x_105) : vec2(x_100, x_100)); int x_109 = x_6.x_GLF_uniform_int_values[1].el; float x_110 = float(x_109); int x_113 = x_6.x_GLF_uniform_int_values[0].el; float x_114 = float(x_113); int x_121 = A[int(clamp(vec2(x_110, x_110), vec2(x_114, x_114), v2).x)]; b = x_121; int x_122 = b; int x_124 = x_6.x_GLF_uniform_int_values[1].el; if ((x_122 == x_124)) { int x_130 = x_6.x_GLF_uniform_int_values[0].el; int x_133 = x_6.x_GLF_uniform_int_values[2].el; int x_136 = x_6.x_GLF_uniform_int_values[2].el; int x_139 = x_6.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(float(x_130), float(x_133), float(x_136), float(x_139)); } else { int x_143 = x_6.x_GLF_uniform_int_values[2].el; float x_144 = float(x_143); x_GLF_color = vec4(x_144, x_144, x_144, x_144); } 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: 0:64: '' : boolean expression expected ERROR: 0:64: '' : compilation terminated ERROR: 2 compilation errors. No code generated.