| #extension GL_AMD_gpu_shader_half_float : require |
| layout(location = 0) in float f_1; |
| layout(location = 1) flat in uint u_1; |
| layout(location = 2) in float16_t x_1; |
| layout(location = 3) in f16vec3 y_1; |
| layout(binding = 0, std430) buffer tint_symbol_block_ssbo { |
| void assign_and_preserve_padding_tint_symbol(S value) { |
| tint_symbol.inner.f = value.f; |
| tint_symbol.inner.u = value.u; |
| tint_symbol.inner.v = value.v; |
| tint_symbol.inner.x = value.x; |
| tint_symbol.inner.y = value.y; |
| void frag_main(S tint_symbol_1) { |
| float f = tint_symbol_1.f; |
| uint u = tint_symbol_1.u; |
| vec4 v = tint_symbol_1.v; |
| float16_t x = tint_symbol_1.x; |
| f16vec3 y = tint_symbol_1.y; |
| assign_and_preserve_padding_tint_symbol(tint_symbol_1); |
| S tint_symbol_2 = S(f_1, u_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, gl_FragCoord, 0u, 0u, 0u, 0u, x_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, y_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u); |
| frag_main(tint_symbol_2); |