SKIP: FAILED #version 310 es precision mediump float; struct FragmentInputs0 { vec4 position; int loc0; }; struct FragmentInputs1 { vec4 loc3; uint sample_mask; }; struct tint_symbol_2 { int loc0; uint loc1; float loc2; vec4 loc3; vec4 position; bool front_facing; uint sample_index; uint sample_mask; }; void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { 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; } } void tint_symbol(tint_symbol_2 tint_symbol_1) { FragmentInputs0 tint_symbol_3 = FragmentInputs0(tint_symbol_1.position, tint_symbol_1.loc0); FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask); tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2); return; } in int loc0; in uint loc1; in float loc2; in vec4 loc3; void main() { tint_symbol_2 inputs; inputs.loc0 = loc0; inputs.loc1 = loc1; inputs.loc2 = loc2; inputs.loc3 = loc3; inputs.position = gl_FragCoord; inputs.front_facing = gl_FrontFacing; inputs.sample_index = uint(gl_SampleID); inputs.sample_mask = uint(gl_SampleMask); tint_symbol(inputs); } Error parsing GLSL shader: ERROR: 0:40: 'int' : must be qualified as flat in ERROR: 0:40: '' : compilation terminated ERROR: 2 compilation errors. No code generated.