#version 310 es precision mediump float; layout(location = 0) in float f_1; layout(location = 1) flat in uint u_1; struct S { float f; uint u; uint pad; uint pad_1; uint pad_2; uint pad_3; uint pad_4; uint pad_5; uint pad_6; uint pad_7; uint pad_8; uint pad_9; uint pad_10; uint pad_11; uint pad_12; uint pad_13; uint pad_14; uint pad_15; uint pad_16; uint pad_17; uint pad_18; uint pad_19; uint pad_20; uint pad_21; uint pad_22; uint pad_23; uint pad_24; uint pad_25; uint pad_26; uint pad_27; uint pad_28; uint pad_29; vec4 v; uint pad_30; uint pad_31; uint pad_32; uint pad_33; uint pad_34; uint pad_35; uint pad_36; uint pad_37; uint pad_38; uint pad_39; uint pad_40; uint pad_41; uint pad_42; uint pad_43; uint pad_44; uint pad_45; uint pad_46; uint pad_47; uint pad_48; uint pad_49; uint pad_50; uint pad_51; uint pad_52; uint pad_53; uint pad_54; uint pad_55; uint pad_56; uint pad_57; }; layout(binding = 0, std430) buffer tint_symbol_block_ssbo { S inner; } tint_symbol; void frag_main(S tint_symbol_1) { float f = tint_symbol_1.f; uint u = tint_symbol_1.u; vec4 v = tint_symbol_1.v; tint_symbol.inner = tint_symbol_1; } void main() { S tint_symbol_2 = S(f_1, u_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, gl_FragCoord, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u); frag_main(tint_symbol_2); return; }