SKIP: FAILED #version 310 es precision mediump float; struct buf1 { vec2 injectionSwitch; }; struct buf0 { vec2 resolution; }; layout(binding = 1) uniform buf1_1 { vec2 injectionSwitch; } x_11; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout(binding = 0) uniform buf0_1 { vec2 resolution; } x_19; int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a, inout vec2 b, inout vec2 c) { float x_78 = 0.0f; float x_79 = 0.0f; float x_80 = 0.0f; vec2 param = vec2(0.0f, 0.0f); vec2 param_1 = vec2(0.0f, 0.0f); vec2 param_2 = vec2(0.0f, 0.0f); vec2 param_3 = vec2(0.0f, 0.0f); vec2 param_4 = vec2(0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); bool x_147 = false; bool x_203 = false; bool x_148_phi = false; bool x_204_phi = false; float x_82 = p.x; float x_84 = a.x; float x_87 = p.y; float x_89 = a.y; float x_93 = b.x; float x_94 = a.x; float x_97 = b.y; float x_98 = a.y; param = vec2((x_82 - x_84), (x_87 - x_89)); param_1 = vec2((x_93 - x_94), (x_97 - x_98)); float x_102 = param.x; float x_104 = param_1.y; float x_107 = param_1.x; float x_109 = param.y; float x_111 = ((x_102 * x_104) - (x_107 * x_109)); x_80 = x_111; float x_112 = p.x; float x_113 = b.x; float x_115 = p.y; float x_116 = b.y; float x_120 = c.x; float x_121 = b.x; float x_124 = c.y; float x_125 = b.y; param_2 = vec2((x_112 - x_113), (x_115 - x_116)); param_3 = vec2((x_120 - x_121), (x_124 - x_125)); float x_129 = param_2.x; float x_131 = param_3.y; float x_134 = param_3.x; float x_136 = param_2.y; float x_138 = ((x_129 * x_131) - (x_134 * x_136)); x_79 = x_138; bool x_139 = (x_111 < 0.0f); bool x_141 = (x_139 & (x_138 < 0.0f)); x_148_phi = x_141; if (!(x_141)) { x_147 = ((x_111 >= 0.0f) & (x_138 >= 0.0f)); x_148_phi = x_147; } int x_153_phi = 0; if (!(x_148_phi)) { x_153_phi = 0; while (true) { int x_154 = 0; int x_164_phi = 0; int x_153 = x_153_phi; float x_159 = x_11.injectionSwitch.y; int x_160 = int(x_159); if ((x_153 < x_160)) { } else { break; } x_GLF_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); x_164_phi = 0; while (true) { int x_165 = 0; int x_164 = x_164_phi; if ((x_164 < x_160)) { } else { break; } x_GLF_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); { x_165 = (x_164 + 1); x_164_phi = x_165; } } { x_154 = (x_153 + 1); x_153_phi = x_154; } } return 0; } float x_171 = p.x; float x_172 = c.x; float x_174 = p.y; float x_175 = c.y; float x_178 = a.x; float x_179 = c.x; float x_181 = a.y; float x_182 = c.y; param_4 = vec2((x_171 - x_172), (x_174 - x_175)); param_5 = vec2((x_178 - x_179), (x_181 - x_182)); float x_186 = param_4.x; float x_188 = param_5.y; float x_191 = param_5.x; float x_193 = param_4.y; float x_195 = ((x_186 * x_188) - (x_191 * x_193)); x_78 = x_195; bool x_197 = (x_139 & (x_195 < 0.0f)); x_204_phi = x_197; if (!(x_197)) { x_203 = ((x_111 >= 0.0f) & (x_195 >= 0.0f)); x_204_phi = x_203; } if (!(x_204_phi)) { return 0; } return 1; } void main_1() { vec2 param_6 = vec2(0.0f, 0.0f); vec2 param_7 = vec2(0.0f, 0.0f); vec2 param_8 = vec2(0.0f, 0.0f); vec2 param_9 = vec2(0.0f, 0.0f); vec4 x_60 = tint_symbol; vec2 x_63 = x_19.resolution; param_6 = (vec2(x_60.x, x_60.y) / x_63); param_7 = vec2(0.699999988f, 0.300000012f); param_8 = vec2(0.5f, 0.899999976f); param_9 = vec2(0.100000001f, 0.400000006f); int x_65 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9); if ((x_65 == 1)) { float x_71 = x_11.injectionSwitch.y; float x_73 = x_11.injectionSwitch.x; if ((x_71 >= x_73)) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f); } return; } struct main_out { vec4 x_GLF_color_1; }; struct tint_symbol_4 { vec4 tint_symbol_2; }; struct tint_symbol_5 { vec4 x_GLF_color_1; }; main_out tint_symbol_1_inner(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_6 = main_out(x_GLF_color); return tint_symbol_6; } tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) { main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2); tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; } layout(location = 0) out vec4 x_GLF_color_1; void main() { tint_symbol_4 inputs; inputs.tint_symbol_2 = gl_FragCoord; tint_symbol_5 outputs; outputs = tint_symbol_1(inputs); x_GLF_color_1 = outputs.x_GLF_color_1; } Error parsing GLSL shader: ERROR: 0:69: '&' : 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: 0:69: '' : compilation terminated ERROR: 2 compilation errors. No code generated.