#version 310 es
#extension GL_OES_sample_variables : require
precision mediump float;
layout(location = 0) out int loc0_1;
layout(location = 1) out uint loc1_1;
layout(location = 2) out float loc2_1;
layout(location = 3) out vec4 loc3_1;
struct FragmentOutputs {
int loc0;
float frag_depth;
uint loc1;
float loc2;
uint sample_mask;
vec4 loc3;
};
FragmentOutputs tint_symbol() {
FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f));
return tint_symbol_1;
}
void main() {
FragmentOutputs inner_result = tint_symbol();
loc0_1 = inner_result.loc0;
gl_FragDepth = inner_result.frag_depth;
loc1_1 = inner_result.loc1;
loc2_1 = inner_result.loc2;
gl_SampleMask[0] = int(inner_result.sample_mask);
loc3_1 = inner_result.loc3;
return;