#version 310 es precision highp float; layout(location = 0) flat in int loc0_1; layout(location = 1) flat in uint loc1_1; layout(location = 2) in float loc2_1; layout(location = 3) in vec4 loc3_1; struct FragmentInputs { int loc0; uint loc1; float loc2; vec4 loc3; }; void tint_symbol(FragmentInputs inputs) { int i = inputs.loc0; uint u = inputs.loc1; float f = inputs.loc2; vec4 v = inputs.loc3; } void main() { FragmentInputs tint_symbol_1 = FragmentInputs(loc0_1, loc1_1, loc2_1, loc3_1); tint_symbol(tint_symbol_1); return; }