SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; 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_262 = from; k = x_262; int x_263 = from; i = x_263; int x_264 = mid; j = (x_264 + 1); while (true) { int x_270 = i; int x_271 = mid; int x_273 = j; int x_274 = to; if (((x_270 <= x_271) & (x_273 <= x_274))) { } else { break; } int x_280 = data[i]; int x_283 = data[j]; if ((x_280 < x_283)) { int x_288 = k; k = (x_288 + 1); int x_290 = i; i = (x_290 + 1); int x_293 = data[x_290]; temp[x_288] = x_293; } else { int x_295 = k; k = (x_295 + 1); int x_297 = j; j = (x_297 + 1); int x_300 = data[x_297]; temp[x_295] = x_300; } } while (true) { int x_306 = i; int x_308 = i; int x_309 = mid; if (((x_306 < 10) & (x_308 <= x_309))) { } else { break; } int x_313 = k; k = (x_313 + 1); int x_315 = i; i = (x_315 + 1); int x_318 = data[x_315]; temp[x_313] = x_318; } int x_320 = from; i_1 = x_320; while (true) { int x_325 = i_1; int x_326 = to; if ((x_325 <= x_326)) { } else { break; } int x_329 = i_1; int x_332 = temp[i_1]; data[x_329] = x_332; { i_1 = (i_1 + 1); } } return; } void mergeSort_() { int low = 0; int high = 0; int m = 0; int i_2 = 0; int from_1 = 0; int mid_1 = 0; int to_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; low = 0; high = 9; m = 1; { for(; (m <= high); m = (2 * m)) { i_2 = low; { for(; (i_2 < high); i_2 = (i_2 + (2 * m))) { from_1 = i_2; mid_1 = ((i_2 + m) - 1); to_1 = min(((i_2 + (2 * m)) - 1), high); param = from_1; param_1 = mid_1; param_2 = to_1; merge_i1_i1_i1_(param, param_1, param_2); } } } } return; } void main_1() { int i_3 = 0; int j_1 = 0; float grey = 0.0f; float x_86 = x_28.injectionSwitch.x; i_3 = int(x_86); 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; while (true) { bool x_133 = (j_1 < 10); float x_135 = x_28.injectionSwitch.x; if (!((x_135 <= 1.0f))) { grey = 1.0f; } if (x_133) { } else { break; } int x_140 = j_1; int x_143 = data[j_1]; temp[x_140] = x_143; { j_1 = (j_1 + 1); } } mergeSort_(); float x_149 = tint_symbol.y; if ((int(x_149) < 30)) { int x_156 = data[0]; grey = (0.5f + (float(x_156) / 10.0f)); } else { float x_161 = tint_symbol.y; if ((int(x_161) < 60)) { int x_168 = data[1]; grey = (0.5f + (float(x_168) / 10.0f)); } else { float x_173 = tint_symbol.y; if ((int(x_173) < 90)) { int x_180 = data[2]; grey = (0.5f + (float(x_180) / 10.0f)); } else { float x_185 = tint_symbol.y; if ((int(x_185) < 120)) { int x_192 = data[3]; grey = (0.5f + (float(x_192) / 10.0f)); } else { float x_197 = tint_symbol.y; if ((int(x_197) < 150)) { discard; } else { float x_204 = tint_symbol.y; if ((int(x_204) < 180)) { int x_211 = data[5]; grey = (0.5f + (float(x_211) / 10.0f)); } else { float x_216 = tint_symbol.y; if ((int(x_216) < 210)) { int x_223 = data[6]; grey = (0.5f + (float(x_223) / 10.0f)); } else { float x_228 = tint_symbol.y; if ((int(x_228) < 240)) { int x_235 = data[7]; grey = (0.5f + (float(x_235) / 10.0f)); } else { float x_240 = tint_symbol.y; bool guard233 = true; if ((int(x_240) < 270)) { int x_247 = data[8]; grey = (0.5f + (float(x_247) / 10.0f)); guard233 = false; } else { if (guard233) { float x_252 = x_28.injectionSwitch.y; if (!((0.0f < x_252))) { guard233 = false; } if (guard233) { discard; } } } } } } } } } } } float x_255 = grey; vec3 x_256 = vec3(x_255, x_255, x_255); x_GLF_color = vec4(x_256.x, x_256.y, x_256.z, 1.0f); return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol_1(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_3 = main_out(x_GLF_color); return tint_symbol_3; } void main() { main_out inner_result = tint_symbol_1(gl_FragCoord); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:33: '&' : 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: 0:33: '' : compilation terminated ERROR: 2 compilation errors. No code generated.