SKIP: FAILED #version 310 es precision mediump float; struct tint_padded_array_element { int el; }; struct buf0 { tint_padded_array_element x_GLF_uniform_int_values[4]; }; layout(binding = 0) uniform buf0_1 { tint_padded_array_element x_GLF_uniform_int_values[4]; } x_5; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f); float f = 0.0f; int i = 0; int j = 0; int x_36 = x_5.x_GLF_uniform_int_values[1].el; if ((x_36 == 1)) { float x_40 = f; m = mat2(vec2(x_40, 0.0f), vec2(0.0f, x_40)); } int x_45 = x_5.x_GLF_uniform_int_values[1].el; i = x_45; while (true) { int x_50 = i; int x_52 = x_5.x_GLF_uniform_int_values[0].el; if ((x_50 < x_52)) { } else { break; } int x_56 = x_5.x_GLF_uniform_int_values[1].el; j = x_56; while (true) { int x_61 = j; int x_63 = x_5.x_GLF_uniform_int_values[0].el; if ((x_61 < x_63)) { } else { break; } int x_66 = i; int x_67 = j; int x_68 = i; int x_70 = x_5.x_GLF_uniform_int_values[0].el; m[x_66][x_67] = float(((x_68 * x_70) + j)); { j = (j + 1); } } { i = (i + 1); } } mat2 x_80 = m; int x_82 = x_5.x_GLF_uniform_int_values[1].el; int x_85 = x_5.x_GLF_uniform_int_values[2].el; int x_88 = x_5.x_GLF_uniform_int_values[0].el; int x_91 = x_5.x_GLF_uniform_int_values[3].el; mat2 x_95 = mat2(vec2(float(x_82), float(x_85)), vec2(float(x_88), float(x_91))); if ((all(equal(x_80[0u], x_95[0u])) & all(equal(x_80[1u], x_95[1u])))) { int x_109 = x_5.x_GLF_uniform_int_values[2].el; int x_112 = x_5.x_GLF_uniform_int_values[1].el; int x_115 = x_5.x_GLF_uniform_int_values[1].el; int x_118 = x_5.x_GLF_uniform_int_values[2].el; x_GLF_color = vec4(float(x_109), float(x_112), float(x_115), float(x_118)); } else { int x_122 = x_5.x_GLF_uniform_int_values[1].el; float x_123 = float(x_122); x_GLF_color = vec4(x_123, x_123, x_123, x_123); } 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: 0:63: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion) ERROR: 0:63: '' : compilation terminated ERROR: 2 compilation errors. No code generated.