SKIP: FAILED #version 310 es precision mediump float; struct tint_padded_array_element { float el; }; struct buf0 { tint_padded_array_element x_GLF_uniform_float_values[1]; }; struct tint_padded_array_element_1 { int el; }; struct buf1 { tint_padded_array_element_1 x_GLF_uniform_int_values[3]; }; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout (binding = 0) uniform buf0_1 { tint_padded_array_element x_GLF_uniform_float_values[1]; } x_8; layout (binding = 1) uniform buf1_1 { tint_padded_array_element_1 x_GLF_uniform_int_values[3]; } x_11; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); int f1_() { int a = 0; int i = 0; a = 256; float x_65 = tint_symbol.y; float x_67 = x_8.x_GLF_uniform_float_values[0].el; if ((x_65 > x_67)) { a = (a + 1); } i = countbits(a); int x_75 = i; int x_77 = x_11.x_GLF_uniform_int_values[0].el; if ((x_75 < x_77)) { int x_82 = x_11.x_GLF_uniform_int_values[0].el; return x_82; } return i; } void main_1() { int a_1 = 0; int x_38 = f1_(); a_1 = x_38; int x_39 = a_1; int x_41 = x_11.x_GLF_uniform_int_values[2].el; if ((x_39 == x_41)) { int x_47 = x_11.x_GLF_uniform_int_values[0].el; int x_50 = x_11.x_GLF_uniform_int_values[1].el; int x_53 = x_11.x_GLF_uniform_int_values[1].el; int x_56 = x_11.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(float(x_47), float(x_50), float(x_53), float(x_56)); } else { int x_60 = x_11.x_GLF_uniform_int_values[1].el; float x_61 = float(x_60); x_GLF_color = vec4(x_61, x_61, x_61, x_61); } 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; } layout(location = 0) 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: 0:35: 'countbits' : no matching overloaded function found ERROR: 0:35: 'assign' : cannot convert from ' const float' to ' temp mediump int' ERROR: 0:35: '' : compilation terminated ERROR: 3 compilation errors. No code generated.