SKIP: FAILED #version 310 es precision mediump float; struct buf0 { int zero; }; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout (binding = 0) uniform buf0_1 { int zero; } x_5; void main_1() { int x_9[1] = int[1](0); int x_10_phi = 0; int x_6 = x_9[0u]; while (true) { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); int x_7 = x_5.zero; int x_8 = x_9[x_7]; if ((x_8 == x_6)) { x_10_phi = 1; break; } x_10_phi = 2; break; } int x_10 = x_10_phi; if (((x_10 == 1) | (x_10 == 2))) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); } 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: 0:29: '|' : 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: 0:29: '' : compilation terminated ERROR: 2 compilation errors. No code generated.