SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 injectionSwitch; }; struct buf1 { vec2 resolution; }; int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); layout(binding = 0) uniform buf0_1 { vec2 injectionSwitch; } x_28; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) { int k = 0; int i = 0; int j = 0; int i_1 = 0; int x_256 = from; k = x_256; int x_257 = from; i = x_257; int x_258 = mid; j = (x_258 + 1); while (true) { int x_264 = i; int x_265 = mid; int x_267 = j; int x_268 = to; if (((x_264 <= x_265) & (x_267 <= x_268))) { } else { break; } int x_274 = data[i]; int x_277 = data[j]; if ((x_274 < x_277)) { int x_282 = k; k = (x_282 + 1); int x_284 = i; i = (x_284 + 1); int x_287 = data[x_284]; temp[x_282] = x_287; } else { int x_289 = k; k = (x_289 + 1); int x_291 = j; j = (x_291 + 1); int x_294 = data[x_291]; temp[x_289] = x_294; } } while (true) { if (!((256.0f < 1.0f))) { } else { continue; } int x_301 = i; int x_303 = i; int x_304 = mid; if (((x_301 < 10) & (x_303 <= x_304))) { } else { break; } int x_309 = k; k = (x_309 + 1); int x_311 = i; i = (x_311 + 1); int x_314 = data[x_311]; temp[x_309] = x_314; } int x_316 = from; i_1 = x_316; while (true) { int x_321 = i_1; int x_322 = to; if ((x_321 <= x_322)) { } else { break; } int x_325 = i_1; int x_328 = temp[i_1]; data[x_325] = x_328; { i_1 = (i_1 + 1); } } return; } void mergeSort_() { int low = 0; int high = 0; int m = 0; int i_2 = 0; int from_1 = 0; int mid_1 = 0; int to_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; low = 0; high = 9; m = 1; { for(; (m <= high); m = (2 * m)) { i_2 = low; { for(; (i_2 < high); i_2 = (i_2 + (2 * m))) { from_1 = i_2; mid_1 = ((i_2 + m) - 1); to_1 = min(((i_2 + (2 * m)) - 1), high); param = from_1; param_1 = mid_1; param_2 = to_1; merge_i1_i1_i1_(param, param_1, param_2); } } } } return; } void main_1() { int i_3 = 0; int j_1 = 0; float grey = 0.0f; float x_89 = x_28.injectionSwitch.x; i_3 = int(x_89); while (true) { switch(i_3) { case 9: { data[i_3] = -5; break; } case 8: { data[i_3] = -4; break; } case 7: { data[i_3] = -3; break; } case 6: { data[i_3] = -2; break; } case 5: { data[i_3] = -1; break; } case 4: { data[i_3] = 0; break; } case 3: { data[i_3] = 1; break; } case 2: { data[i_3] = 2; break; } case 1: { data[i_3] = 3; break; } case 0: { data[i_3] = 4; break; } default: { break; } } i_3 = (i_3 + 1); { if ((i_3 < 10)) { } else { break; } } } j_1 = 0; { for(; (j_1 < 10); j_1 = (j_1 + 1)) { int x_138 = j_1; int x_141 = data[j_1]; temp[x_138] = x_141; } } mergeSort_(); float x_147 = tint_symbol.y; if ((int(x_147) < 30)) { int x_154 = data[0]; grey = (0.5f + (float(x_154) / 10.0f)); } else { float x_159 = tint_symbol.y; if ((int(x_159) < 60)) { int x_166 = data[1]; grey = (0.5f + (float(x_166) / 10.0f)); } else { float x_171 = tint_symbol.y; if ((int(x_171) < 90)) { int x_178 = data[2]; grey = (0.5f + (float(x_178) / 10.0f)); } else { float x_183 = tint_symbol.y; if ((int(x_183) < 120)) { int x_190 = data[3]; grey = (0.5f + (float(x_190) / 10.0f)); } else { float x_195 = tint_symbol.y; if ((int(x_195) < 150)) { discard; } else { float x_202 = tint_symbol.y; if ((int(x_202) < 180)) { int x_209 = data[5]; grey = (0.5f + (float(x_209) / 10.0f)); } else { float x_214 = tint_symbol.y; if ((int(x_214) < 210)) { int x_221 = data[6]; grey = (0.5f + (float(x_221) / 10.0f)); } else { float x_226 = tint_symbol.y; if ((int(x_226) < 240)) { int x_233 = data[7]; grey = (0.5f + (float(x_233) / 10.0f)); } else { float x_238 = tint_symbol.y; if ((int(x_238) < 270)) { int x_245 = data[8]; grey = (0.5f + (float(x_245) / 10.0f)); } else { discard; } } } } } } } } } float x_249 = grey; vec3 x_250 = vec3(x_249, x_249, x_249); x_GLF_color = vec4(x_250.x, x_250.y, x_250.z, 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; } 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: '&' : 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: 0:35: '' : compilation terminated ERROR: 2 compilation errors. No code generated.