#version 310 es #extension GL_OES_sample_variables : require #extension GL_AMD_gpu_shader_half_float : require precision mediump float; layout(location = 0) flat in int loc0_1; layout(location = 1) flat in uint loc1_1; layout(location = 3) in vec4 loc3_1; layout(location = 5) in f16vec3 loc5_1; layout(location = 2) in float loc2_1; layout(location = 4) in float16_t loc4_1; struct FragmentInputs0 { vec4 position; int loc0; }; struct FragmentInputs1 { vec4 loc3; f16vec3 loc5; uint sample_mask; }; void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) { if (front_facing) { vec4 foo = inputs0.position; uint bar = (sample_index + inputs1.sample_mask); int i = inputs0.loc0; uint u = loc1; float f = loc2; vec4 v = inputs1.loc3; float16_t x = loc4; f16vec3 y = inputs1.loc5; } } void main() { FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1); FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, loc5_1, uint(gl_SampleMaskIn[0])); tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1, loc4_1); return; }