| #version 310 es | 
 | #extension GL_OES_sample_variables : require | 
 | precision highp 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; | 
 | } |