#version 310 es precision mediump float; struct Interface { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; struct tint_symbol { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; Interface vert_main_inner() { Interface tint_symbol_4 = Interface(0, 0u, ivec4(0, 0, 0, 0), uvec4(0u, 0u, 0u, 0u), vec4(0.0f, 0.0f, 0.0f, 0.0f)); return tint_symbol_4; } struct tint_symbol_2 { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; struct tint_symbol_3 { int value; }; tint_symbol vert_main() { Interface inner_result = vert_main_inner(); tint_symbol wrapper_result = tint_symbol(0, 0u, ivec4(0, 0, 0, 0), uvec4(0u, 0u, 0u, 0u), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.i = inner_result.i; wrapper_result.u = inner_result.u; wrapper_result.vi = inner_result.vi; wrapper_result.vu = inner_result.vu; wrapper_result.pos = inner_result.pos; return wrapper_result; } layout(location = 0) flat out int i; layout(location = 1) flat out uint u; layout(location = 2) flat out ivec4 vi; layout(location = 3) flat out uvec4 vu; void main() { tint_symbol outputs; outputs = vert_main(); i = outputs.i; u = outputs.u; vi = outputs.vi; vu = outputs.vu; gl_Position = outputs.pos; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; gl_Position.y = -gl_Position.y; } #version 310 es precision mediump float; struct Interface { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; struct tint_symbol { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; struct tint_symbol_2 { int i; uint u; ivec4 vi; uvec4 vu; vec4 pos; }; struct tint_symbol_3 { int value; }; int frag_main_inner(Interface inputs) { return inputs.i; } tint_symbol_3 frag_main(tint_symbol_2 tint_symbol_1) { Interface tint_symbol_4 = Interface(tint_symbol_1.i, tint_symbol_1.u, tint_symbol_1.vi, tint_symbol_1.vu, tint_symbol_1.pos); int inner_result_1 = frag_main_inner(tint_symbol_4); tint_symbol_3 wrapper_result_1 = tint_symbol_3(0); wrapper_result_1.value = inner_result_1; return wrapper_result_1; } layout(location = 0) flat in int i; layout(location = 1) flat in uint u; layout(location = 2) flat in ivec4 vi; layout(location = 3) flat in uvec4 vu; layout(location = 0) out int value; void main() { tint_symbol_2 inputs; inputs.i = i; inputs.u = u; inputs.vi = vi; inputs.vu = vu; inputs.pos = gl_FragCoord; tint_symbol_3 outputs; outputs = frag_main(inputs); value = outputs.value; }