SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 resolution; }; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout (binding = 0) uniform buf0_1 { vec2 resolution; } x_24; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) { float x_76 = a.x; float x_78 = b.y; float x_81 = b.x; float x_83 = a.y; return ((x_76 * x_78) - (x_81 * x_83)); } int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) { float pab = 0.0f; vec2 param = vec2(0.0f, 0.0f); vec2 param_1 = vec2(0.0f, 0.0f); float pbc = 0.0f; vec2 param_2 = vec2(0.0f, 0.0f); vec2 param_3 = vec2(0.0f, 0.0f); float pca = 0.0f; vec2 param_4 = vec2(0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); bool x_137 = false; bool x_169 = false; bool x_138_phi = false; bool x_170_phi = false; float x_88 = p.x; float x_90 = a_1.x; float x_93 = p.y; float x_95 = a_1.y; float x_99 = b_1.x; float x_100 = a_1.x; float x_103 = b_1.y; float x_104 = a_1.y; param = vec2((x_88 - x_90), (x_93 - x_95)); param_1 = vec2((x_99 - x_100), (x_103 - x_104)); float x_107 = cross2d_vf2_vf2_(param, param_1); pab = x_107; float x_108 = p.x; float x_109 = b_1.x; float x_111 = p.y; float x_112 = b_1.y; float x_116 = c.x; float x_117 = b_1.x; float x_120 = c.y; float x_121 = b_1.y; param_2 = vec2((x_108 - x_109), (x_111 - x_112)); param_3 = vec2((x_116 - x_117), (x_120 - x_121)); float x_124 = cross2d_vf2_vf2_(param_2, param_3); pbc = x_124; bool x_129 = ((pab < 0.0f) & (pbc < 0.0f)); x_138_phi = x_129; if (!(x_129)) { x_137 = ((pab >= 0.0f) & (pbc >= 0.0f)); x_138_phi = x_137; } if (!(x_138_phi)) { return 0; } float x_142 = p.x; float x_143 = c.x; float x_145 = p.y; float x_146 = c.y; float x_149 = a_1.x; float x_150 = c.x; float x_152 = a_1.y; float x_153 = c.y; param_4 = vec2((x_142 - x_143), (x_145 - x_146)); param_5 = vec2((x_149 - x_150), (x_152 - x_153)); float x_156 = cross2d_vf2_vf2_(param_4, param_5); pca = x_156; bool x_161 = ((pab < 0.0f) & (pca < 0.0f)); x_170_phi = x_161; if (!(x_161)) { x_169 = ((pab >= 0.0f) & (pca >= 0.0f)); x_170_phi = x_169; } if (!(x_170_phi)) { return 0; } return 1; } void main_1() { vec2 pos = vec2(0.0f, 0.0f); vec2 param_6 = vec2(0.0f, 0.0f); vec2 param_7 = vec2(0.0f, 0.0f); vec2 param_8 = vec2(0.0f, 0.0f); vec2 param_9 = vec2(0.0f, 0.0f); vec4 x_63 = tint_symbol; vec2 x_66 = x_24.resolution; pos = (vec2(x_63.x, x_63.y) / x_66); param_6 = pos; param_7 = vec2(0.699999988f, 0.300000012f); param_8 = vec2(0.5f, 0.899999976f); param_9 = vec2(0.100000001f, 0.400000006f); int x_69 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9); if ((x_69 == 1)) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 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: 0:60: '&' : 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: 0:60: '' : compilation terminated ERROR: 2 compilation errors. No code generated.