SKIP: FAILED #version 310 es precision mediump float; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { bool a = false; a = false; if ((true & a)) { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); } else { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } return; } struct main_out { vec4 x_GLF_color_1; }; struct tint_symbol_1 { vec4 x_GLF_color_1; }; main_out tint_symbol_inner() { main_1(); main_out tint_symbol_2 = main_out(x_GLF_color); return tint_symbol_2; } tint_symbol_1 tint_symbol() { main_out inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = tint_symbol_1(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_1 outputs; outputs = tint_symbol(); x_GLF_color_1 = outputs.x_GLF_color_1; } Error parsing GLSL shader: ERROR: 0:9: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' const bool' and a right operand of type ' temp bool' (or there is no acceptable conversion) ERROR: 0:9: '' : compilation terminated ERROR: 2 compilation errors. No code generated.