|  | #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); |