SKIP: FAILED #version 310 es precision mediump float; struct doesNotMatter { int global_seed; int data[]; }; struct buf1 { vec2 injectionSwitch; }; uvec3 tint_symbol = uvec3(0u, 0u, 0u); layout(binding = 0) buffer doesNotMatter_1 { int global_seed; int data[]; } x_7; layout(binding = 1) uniform buf1_1 { vec2 injectionSwitch; } x_10; void main_1() { int lid = 0; int val = 0; int i = 0; uint x_40 = tint_symbol.x; lid = int(x_40); int x_43 = x_7.global_seed; val = x_43; i = 0; { for(; (i < 2); i = (i + 1)) { if ((lid > 0)) { int x_58 = x_7.data[(lid - 1)]; val = (val + x_58); float x_62 = x_10.injectionSwitch.x; if ((x_62 > 100.0f)) { break; } } memoryBarrierShared(); } } if ((lid == 0)) { x_7.data[0] = 42; } return; } void tint_symbol_1(uvec3 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); } layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol_1(gl_LocalInvocationID); return; } Error parsing GLSL shader: ERROR: 0:6: '' : array size required ERROR: 0:7: '' : compilation terminated ERROR: 2 compilation errors. No code generated.