SKIP: FAILED #version 310 es precision mediump float; struct FragmentInputs { int loc0; uint loc1; float loc2; vec4 loc3; }; struct tint_symbol_2 { int loc0; uint loc1; float loc2; vec4 loc3; }; void tint_symbol_inner(FragmentInputs inputs) { int i = inputs.loc0; uint u = inputs.loc1; float f = inputs.loc2; vec4 v = inputs.loc3; } void tint_symbol(tint_symbol_2 tint_symbol_1) { FragmentInputs tint_symbol_3 = FragmentInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); tint_symbol_inner(tint_symbol_3); return; } layout(location = 0) in int loc0; layout(location = 1) in uint loc1; layout(location = 2) in float loc2; layout(location = 3) in vec4 loc3; void main() { tint_symbol_2 inputs; inputs.loc0 = loc0; inputs.loc1 = loc1; inputs.loc2 = loc2; inputs.loc3 = loc3; tint_symbol(inputs); } Error parsing GLSL shader: ERROR: 0:29: 'int' : must be qualified as flat in ERROR: 0:29: '' : compilation terminated ERROR: 2 compilation errors. No code generated.