SKIP: FAILED #version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct strided_arr { float el; }; struct buf0 { strided_arr x_GLF_uniform_float_values[1]; }; layout(binding = 0) uniform buf0_1 { strided_arr x_GLF_uniform_float_values[1]; } x_6; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { vec2 v1 = vec2(0.0f, 0.0f); vec2 b = vec2(0.0f, 0.0f); float a = 0.0f; bool x_51 = false; bool x_52_phi = false; float x_30 = x_6.x_GLF_uniform_float_values[0].el; v1 = vec2(x_30, x_30); b = frac(v1); a = smoothstep(vec2(1.0f, 1.0f), vec2(1.0f, 1.0f), b).x; float x_38 = x_6.x_GLF_uniform_float_values[0].el; float x_39 = a; float x_40 = a; float x_42 = x_6.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_38, x_39, x_40, x_42); float x_45 = b.x; bool x_46 = (x_45 < 1.0f); x_52_phi = x_46; if (x_46) { float x_50 = b.y; x_51 = (x_50 < 1.0f); x_52_phi = x_51; } if (x_52_phi) { float x_57 = x_6.x_GLF_uniform_float_values[0].el; float x_59 = b.x; float x_61 = b.y; float x_63 = x_6.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_57, x_59, x_61, x_63); } else { float x_66 = x_6.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_66, x_66, x_66, x_66); } 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: 0:26: 'frac' : no matching overloaded function found ERROR: 0:26: 'assign' : cannot convert from ' const float' to ' temp mediump 2-component vector of float' ERROR: 0:26: '' : compilation terminated ERROR: 3 compilation errors. No code generated.