#version 310 es | |
precision highp float; | |
precision highp int; | |
struct In { | |
vec4 uv; | |
}; | |
in vec4 f_Input; | |
layout(location = 0) in vec4 f_loc0_Input; | |
void g(float a, float b, float c) { | |
} | |
void f_inner(vec4 pos, vec4 fbf, In tint_symbol) { | |
g(pos[0u], fbf[0u], tint_symbol.uv[0u]); | |
} | |
void main() { | |
vec4 v = gl_FragCoord; | |
vec4 v_1 = f_Input; | |
f_inner(v, v_1, In(f_loc0_Input)); | |
} |