| #extension GL_EXT_blend_func_extended: require |
| layout(location = 0) in vec4 tint_interstage_location0; |
| layout(location = 1) in vec4 tint_interstage_location1; |
| layout(location = 0, index = 0) out vec4 frag_main_loc0_idx0_Output; |
| layout(location = 0, index = 1) out vec4 frag_main_loc0_idx1_Output; |
| FragOutput frag_main_inner(FragInput tint_symbol) { |
| FragOutput tint_symbol_1 = FragOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol_1.color = tint_symbol.a; |
| tint_symbol_1.blend = tint_symbol.b; |
| FragOutput v = frag_main_inner(FragInput(tint_interstage_location0, tint_interstage_location1)); |
| frag_main_loc0_idx0_Output = v.color; |
| frag_main_loc0_idx1_Output = v.blend; |