SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 threeandfour; }; layout(binding = 0) uniform buf0_1 { vec2 threeandfour; } x_6; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { vec4 v = vec4(0.0f, 0.0f, 0.0f, 0.0f); v = vec4(2.0f, 3.0f, 4.0f, 5.0f); float x_40 = x_6.threeandfour.y; vec2 x_42 = (bvec2(true, false) ? vec2(1.0f, x_40) : vec2(2.0f, 6.0f)); vec4 x_43 = v; v = vec4(x_42.x, x_42.y, x_43.z, x_43.w); if (all(equal(v, vec4(1.0f, 6.0f, 4.0f, 5.0f)))) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); } 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: 0:17: '' : boolean expression expected ERROR: 0:17: '' : compilation terminated ERROR: 2 compilation errors. No code generated.