|  | #version 310 es | 
|  | #extension GL_OES_sample_variables : 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; | 
|  | struct FragmentOutputs { | 
|  | int loc0; | 
|  | float frag_depth; | 
|  | uint loc1; | 
|  | float loc2; | 
|  | uint sample_mask; | 
|  | vec4 loc3; | 
|  | }; | 
|  |  | 
|  | FragmentOutputs tint_symbol() { | 
|  | FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f)); | 
|  | 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; | 
|  | return; | 
|  | } |