#version 310 es #extension GL_OES_sample_variables : require precision highp float; struct FragmentInputs { vec4 position; bool front_facing; uint sample_index; uint sample_mask; }; void tint_symbol(FragmentInputs inputs) { if (inputs.front_facing) { vec4 foo = inputs.position; uint bar = (inputs.sample_index + inputs.sample_mask); } } void main() { FragmentInputs tint_symbol_1 = FragmentInputs(gl_FragCoord, gl_FrontFacing, uint(gl_SampleID), uint(gl_SampleMaskIn[0])); tint_symbol(tint_symbol_1); return; }