SKIP: FAILED #version 310 es precision mediump float; struct tint_padded_array_element { float el; }; struct buf0 { tint_padded_array_element x_GLF_uniform_float_values[3]; }; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout (binding = 0) uniform buf0_1 { tint_padded_array_element x_GLF_uniform_float_values[3]; } x_6; void main_1() { float a = 0.0f; a = (uintBitsToFloat(1u) % 1.0f); float x_29 = x_6.x_GLF_uniform_float_values[1].el; x_GLF_color = vec4(x_29, x_29, x_29, x_29); float x_31 = a; float x_33 = x_6.x_GLF_uniform_float_values[2].el; if ((x_31 < x_33)) { float x_38 = x_6.x_GLF_uniform_float_values[0].el; float x_40 = x_6.x_GLF_uniform_float_values[1].el; float x_42 = x_6.x_GLF_uniform_float_values[1].el; float x_44 = x_6.x_GLF_uniform_float_values[0].el; x_GLF_color = vec4(x_38, x_40, x_42, x_44); } return; } struct main_out { vec4 x_GLF_color_1; }; struct tint_symbol_1 { vec4 x_GLF_color_1; }; main_out tint_symbol_inner() { main_1(); main_out tint_symbol_2 = main_out(x_GLF_color); return tint_symbol_2; } tint_symbol_1 tint_symbol() { main_out inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; } out vec4 x_GLF_color_1; void main() { tint_symbol_1 outputs; outputs = tint_symbol(); x_GLF_color_1 = outputs.x_GLF_color_1; } Error parsing GLSL shader: ERROR: 0:18: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' global highp float' and a right operand of type ' const float' (or there is no acceptable conversion) ERROR: 0:18: '' : compilation terminated ERROR: 2 compilation errors. No code generated.