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_6; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int k = 0; int GLF_dead0j = 0; int donor_replacementGLF_dead0stack[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); int donor_replacementGLF_dead0top = 0; int x_54 = 0; vec4 matrix_b = vec4(0.0f, 0.0f, 0.0f, 0.0f); int b = 0; k = 0; { for(; (k < 4); k = (k + 1)) { float x_62 = x_6.injectionSwitch.y; if ((0.0f > x_62)) { GLF_dead0j = 1; while (true) { int x_13 = donor_replacementGLF_dead0stack[0]; if ((1 <= x_13)) { } else { break; } } if (((donor_replacementGLF_dead0top >= 0) & (donor_replacementGLF_dead0top < 9))) { int x_17 = (donor_replacementGLF_dead0top + 1); donor_replacementGLF_dead0top = x_17; x_54 = x_17; } else { x_54 = 0; } donor_replacementGLF_dead0stack[x_54] = 1; } matrix_b = vec4(0.0f, 0.0f, 0.0f, 0.0f); b = 3; { for(; (b >= 0); b = (b - 1)) { int x_20 = b; float x_87 = matrix_b[b]; matrix_b[x_20] = (x_87 - 1.0f); } } } } x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); 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: 0:35: '&' : 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.