SKIP: FAILED #version 310 es precision mediump float; struct buf0 { vec2 resolution; }; layout (binding = 0) uniform buf0_1 { vec2 resolution; } x_15; 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); float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) { float x_85 = a.x; float x_87 = b.y; float x_90 = b.x; float x_92 = a.y; return ((x_85 * x_87) - (x_90 * x_92)); } int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) { float var_y = 0.0f; float x_96 = 0.0f; float x_97 = 0.0f; float clamp_y = 0.0f; float pab = 0.0f; vec2 param = vec2(0.0f, 0.0f); vec2 param_1 = vec2(0.0f, 0.0f); float pbc = 0.0f; vec2 param_2 = vec2(0.0f, 0.0f); vec2 param_3 = vec2(0.0f, 0.0f); float pca = 0.0f; vec2 param_4 = vec2(0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); bool x_173 = false; bool x_205 = false; bool x_174_phi = false; bool x_206_phi = false; float x_99 = x_15.resolution.x; float x_101 = x_15.resolution.y; if ((x_99 == x_101)) { float x_107 = c.y; vec2 x_108 = vec2(0.0f, x_107); if (true) { float x_112 = c.y; x_97 = x_112; } else { x_97 = 1.0f; } float x_113 = x_97; float x_114 = c.y; vec2 x_116 = vec2(1.0f, max(x_113, x_114)); vec2 x_117 = vec2(x_108.x, x_108.y); x_96 = x_107; } else { x_96 = -1.0f; } var_y = x_96; float x_120 = c.y; float x_121 = c.y; clamp_y = clamp(x_120, x_121, var_y); float x_125 = p.x; float x_127 = a_1.x; float x_130 = p.y; float x_132 = a_1.y; float x_136 = b_1.x; float x_137 = a_1.x; float x_140 = b_1.y; float x_141 = a_1.y; param = vec2((x_125 - x_127), (x_130 - x_132)); param_1 = vec2((x_136 - x_137), (x_140 - x_141)); float x_144 = cross2d_vf2_vf2_(param, param_1); pab = x_144; float x_145 = p.x; float x_146 = b_1.x; float x_148 = p.y; float x_149 = b_1.y; float x_153 = c.x; float x_154 = b_1.x; float x_156 = clamp_y; float x_157 = b_1.y; param_2 = vec2((x_145 - x_146), (x_148 - x_149)); param_3 = vec2((x_153 - x_154), (x_156 - x_157)); float x_160 = cross2d_vf2_vf2_(param_2, param_3); pbc = x_160; bool x_165 = ((pab < 0.0f) & (pbc < 0.0f)); x_174_phi = x_165; if (!(x_165)) { x_173 = ((pab >= 0.0f) & (pbc >= 0.0f)); x_174_phi = x_173; } if (!(x_174_phi)) { return 0; } float x_178 = p.x; float x_179 = c.x; float x_181 = p.y; float x_182 = c.y; float x_185 = a_1.x; float x_186 = c.x; float x_188 = a_1.y; float x_189 = c.y; param_4 = vec2((x_178 - x_179), (x_181 - x_182)); param_5 = vec2((x_185 - x_186), (x_188 - x_189)); float x_192 = cross2d_vf2_vf2_(param_4, param_5); pca = x_192; bool x_197 = ((pab < 0.0f) & (pca < 0.0f)); x_206_phi = x_197; if (!(x_197)) { x_205 = ((pab >= 0.0f) & (pca >= 0.0f)); x_206_phi = x_205; } if (!(x_206_phi)) { return 0; } return 1; } void main_1() { vec2 pos = vec2(0.0f, 0.0f); 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_72 = tint_symbol; vec2 x_75 = x_15.resolution; pos = (vec2(x_72.x, x_72.y) / x_75); param_6 = pos; param_7 = vec2(0.699999988f, 0.300000012f); param_8 = vec2(0.5f, 0.899999976f); param_9 = vec2(0.100000001f, 0.400000006f); int x_78 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9); if ((x_78 == 1)) { 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; } 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: 0:87: '&' : 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: 0:87: '' : compilation terminated ERROR: 2 compilation errors. No code generated.