SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct buf0 { vec2 injectionSwitch; }; layout(binding = 0) uniform buf0_1 { vec2 injectionSwitch; } x_5; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { vec2 x_29 = x_5.injectionSwitch; if (((bvec2(false, false) ? vec2(1.0f, 1.0f) : x_29).x == 0.0f)) { 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; }; main_out tint_symbol() { main_1(); main_out tint_symbol_1 = main_out(x_GLF_color); return tint_symbol_1; } void main() { main_out inner_result = tint_symbol(); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; } Error parsing GLSL shader: ERROR: 0:16: '' : boolean expression expected ERROR: 0:16: '' : compilation terminated ERROR: 2 compilation errors. No code generated.