SKIP: FAILED #version 310 es precision mediump float; struct FragIn { float a; uint mask; }; struct tint_symbol_3 { float a; float b; uint mask; }; struct tint_symbol_4 { float a; uint mask; }; FragIn tint_symbol_inner(FragIn tint_symbol_1, float b) { if ((tint_symbol_1.mask == 0u)) { return tint_symbol_1; } FragIn tint_symbol_5 = FragIn(b, 1u); return tint_symbol_5; } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { FragIn tint_symbol_6 = FragIn(tint_symbol_2.a, tint_symbol_2.mask); FragIn inner_result = tint_symbol_inner(tint_symbol_6, tint_symbol_2.b); tint_symbol_4 wrapper_result = tint_symbol_4(0.0f, 0u); wrapper_result.a = inner_result.a; wrapper_result.mask = inner_result.mask; return wrapper_result; } in float a; in float b; out float a; void main() { tint_symbol_3 inputs; inputs.a = a; inputs.b = b; inputs.mask = uint(gl_SampleMask); tint_symbol_4 outputs; outputs = tint_symbol(inputs); a = outputs.a; gl_SampleMask = outputs.mask; } Error parsing GLSL shader: ERROR: 0:36: 'a' : redefinition ERROR: 1 compilation errors. No code generated.