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