#version 310 es #extension GL_AMD_gpu_shader_half_float : require precision mediump float; layout(location = 0) flat in int loc0_1; layout(location = 1) flat in uint loc1_1; layout(location = 2) in float loc2_1; layout(location = 3) in vec4 loc3_1; layout(location = 4) in float16_t loc4_1; layout(location = 5) in f16vec3 loc5_1; void tint_symbol(int loc0, uint loc1, float loc2, vec4 loc3, float16_t loc4, f16vec3 loc5) { int i = loc0; uint u = loc1; float f = loc2; vec4 v = loc3; float16_t x = loc4; f16vec3 y = loc5; } void main() { tint_symbol(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1); return; }