#version 310 es #extension GL_OES_sample_variables : require precision highp float; struct FragmentOutputs { float frag_depth; uint sample_mask; }; FragmentOutputs tint_symbol() { FragmentOutputs tint_symbol_1 = FragmentOutputs(1.0f, 1u); return tint_symbol_1; } void main() { FragmentOutputs inner_result = tint_symbol(); gl_FragDepth = inner_result.frag_depth; gl_SampleMask[0] = int(inner_result.sample_mask); return; }