#version 310 es #extension GL_OES_sample_variables : require precision mediump float; layout(location = 0) in float a_1; layout(location = 1) in float b_1; layout(location = 0) out float a_2; struct FragIn { float a; uint mask; }; FragIn tint_symbol(FragIn tint_symbol_1, float b) { if ((tint_symbol_1.mask == 0u)) { return tint_symbol_1; } FragIn tint_symbol_2 = FragIn(b, 1u); return tint_symbol_2; } void main() { FragIn tint_symbol_3 = FragIn(a_1, uint(gl_SampleMaskIn[0])); FragIn inner_result = tint_symbol(tint_symbol_3, b_1); a_2 = inner_result.a; gl_SampleMask[0] = int(inner_result.mask); return; }