SKIP: FAILED #version 310 es precision mediump float; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f); m = mat2(vec2(1.0f, 2.0f), vec2(3.0f, 4.0f)); mat2 x_30 = (transpose(m) * transpose(m)); mat2 x_34 = transpose((m * m)); if ((all(equal(x_30[0u], x_34[0u])) & all(equal(x_30[1u], x_34[1u])))) { 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: 0:11: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion) ERROR: 0:11: '' : compilation terminated ERROR: 2 compilation errors. No code generated.