SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 injectionSwitch; }; int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); layout (binding = 0) uniform buf0_1 { vec2 injectionSwitch; } x_28; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) { int k = 0; int i = 0; int j = 0; int i_1 = 0; int x_303 = from; k = x_303; int x_304 = from; i = x_304; int x_305 = mid; j = (x_305 + 1); while (true) { int x_311 = i; int x_312 = mid; int x_314 = j; int x_315 = to; if (((x_311 <= x_312) & (x_314 <= x_315))) { } else { break; } int x_321 = data[i]; int x_324 = data[j]; if ((x_321 < x_324)) { int x_329 = k; k = (x_329 + 1); int x_331 = i; i = (x_331 + 1); int x_334 = data[x_331]; temp[x_329] = x_334; } else { int x_336 = k; k = (x_336 + 1); int x_338 = j; j = (x_338 + 1); int x_341 = data[x_338]; temp[x_336] = x_341; } } while (true) { int x_347 = i; int x_349 = i; int x_350 = mid; if (((x_347 < 10) & (x_349 <= x_350))) { } else { break; } int x_354 = k; k = (x_354 + 1); int x_356 = i; i = (x_356 + 1); int x_359 = data[x_356]; temp[x_354] = x_359; } int x_361 = from; i_1 = x_361; while (true) { int x_366 = i_1; int x_367 = to; if ((x_366 <= x_367)) { } else { break; } int x_370 = i_1; int x_373 = temp[i_1]; data[x_370] = x_373; { i_1 = (i_1 + 1); } } return; } void main_1() { int x_85 = 0; int x_86 = 0; int x_87 = 0; int x_88 = 0; int x_89 = 0; int x_90 = 0; int x_91 = 0; int x_92 = 0; int x_93 = 0; int x_94 = 0; int i_3 = 0; int j_1 = 0; float grey = 0.0f; float x_96 = x_28.injectionSwitch.x; i_3 = int(x_96); while (true) { switch(i_3) { case 9: { data[i_3] = -5; break; } case 8: { data[i_3] = -4; break; } case 7: { data[i_3] = -3; break; } case 6: { data[i_3] = -2; break; } case 5: { data[i_3] = -1; break; } case 4: { data[i_3] = 0; break; } case 3: { data[i_3] = 1; break; } case 2: { data[i_3] = 2; break; } case 1: { data[i_3] = 3; break; } case 0: { data[i_3] = 4; break; } default: { break; } } i_3 = (i_3 + 1); { if ((i_3 < 10)) { } else { break; } } } j_1 = 0; { for(; (j_1 < 10); j_1 = (j_1 + 1)) { int x_145 = j_1; int x_148 = data[j_1]; temp[x_145] = x_148; } } x_94 = 0; x_93 = 9; x_92 = 1; { for(; (x_92 <= x_93); x_92 = (2 * x_92)) { x_91 = x_94; { for(; (x_91 < x_93); x_91 = (x_91 + (2 * x_92))) { x_90 = x_91; int x_170 = x_91; int x_171 = x_92; int x_173[10] = data; int tint_symbol_6[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0); data = tint_symbol_6; data = x_173; x_89 = ((x_170 + x_171) - 1); x_88 = min(((x_91 + (2 * x_92)) - 1), x_93); x_87 = x_90; x_86 = x_89; x_85 = x_88; merge_i1_i1_i1_(x_87, x_86, x_85); } } } } float x_194 = tint_symbol.y; if ((int(x_194) < 30)) { int x_201 = data[0]; grey = (0.5f + (float(x_201) / 10.0f)); } else { float x_206 = tint_symbol.y; if ((int(x_206) < 60)) { int x_213 = data[1]; grey = (0.5f + (float(x_213) / 10.0f)); } else { float x_218 = tint_symbol.y; if ((int(x_218) < 90)) { int x_225 = data[2]; grey = (0.5f + (float(x_225) / 10.0f)); } else { float x_230 = tint_symbol.y; if ((int(x_230) < 120)) { int x_237 = data[3]; grey = (0.5f + (float(x_237) / 10.0f)); } else { float x_242 = tint_symbol.y; if ((int(x_242) < 150)) { discard; } else { float x_249 = tint_symbol.y; if ((int(x_249) < 180)) { int x_256 = data[5]; grey = (0.5f + (float(x_256) / 10.0f)); } else { float x_261 = tint_symbol.y; if ((int(x_261) < 210)) { int x_268 = data[6]; grey = (0.5f + (float(x_268) / 10.0f)); } else { float x_273 = tint_symbol.y; if ((int(x_273) < 240)) { int x_280 = data[7]; grey = (0.5f + (float(x_280) / 10.0f)); } else { float x_285 = tint_symbol.y; if ((int(x_285) < 270)) { int x_292 = data[8]; grey = (0.5f + (float(x_292) / 10.0f)); } else { discard; } } } } } } } } } float x_296 = grey; vec3 x_297 = vec3(x_296, x_296, x_296); x_GLF_color = vec4(x_297.x, x_297.y, x_297.z, 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_7 = main_out(x_GLF_color); return tint_symbol_7; } 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; } 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: 0:32: '&' : 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: 0:32: '' : compilation terminated ERROR: 2 compilation errors. No code generated.