#version 310 es precision mediump float; layout(location = 0) in float f_1; layout(location = 1) flat in uint u_1; struct S { float f; uint u; vec4 v; }; layout(binding = 0, std430) buffer tint_symbol_block_ssbo { S inner; } tint_symbol; void frag_main(S tint_symbol_1) { float f = tint_symbol_1.f; uint u = tint_symbol_1.u; vec4 v = tint_symbol_1.v; tint_symbol.inner = tint_symbol_1; } void main() { S tint_symbol_2 = S(f_1, u_1, gl_FragCoord); frag_main(tint_symbol_2); return; }