#version 310 es | |
precision highp float; | |
precision highp int; | |
struct In { | |
vec4 pos; | |
vec4 uv; | |
vec4 fbf; | |
}; | |
layout(location = 0) in vec4 f_loc0_Input; | |
in vec4 f_Input; | |
void g(float a, float b, float c) { | |
} | |
void f_inner(In tint_symbol) { | |
g(tint_symbol.pos[0u], tint_symbol.uv[0u], tint_symbol.fbf[1u]); | |
} | |
void main() { | |
f_inner(In(gl_FragCoord, f_loc0_Input, f_Input)); | |
} |