#version 310 es #extension GL_OES_sample_variables : require #extension GL_AMD_gpu_shader_half_float : require precision mediump float; layout(location = 0) out int loc0_1; layout(location = 1) out uint loc1_1; layout(location = 2) out float loc2_1; layout(location = 3) out vec4 loc3_1; layout(location = 4) out float16_t loc4_1; layout(location = 5) out f16vec3 loc5_1; struct FragmentOutputs { int loc0; float frag_depth; uint loc1; float loc2; uint sample_mask; vec4 loc3; float16_t loc4; f16vec3 loc5; }; FragmentOutputs tint_symbol() { FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf)); return tint_symbol_1; } void main() { FragmentOutputs inner_result = tint_symbol(); loc0_1 = inner_result.loc0; gl_FragDepth = inner_result.frag_depth; loc1_1 = inner_result.loc1; loc2_1 = inner_result.loc2; gl_SampleMask[0] = int(inner_result.sample_mask); loc3_1 = inner_result.loc3; loc4_1 = inner_result.loc4; loc5_1 = inner_result.loc5; return; }