|  | SKIP: INVALID | 
|  |  | 
|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  |  | 
|  | struct In { | 
|  | vec4 pos; | 
|  | }; | 
|  |  | 
|  | in ivec4 f_Input; | 
|  | layout(location = 0) in vec4 f_loc0_Input; | 
|  | in uvec4 f_Input_1; | 
|  | void g(int a, float b, float c, uint d) { | 
|  | } | 
|  | void f_inner(ivec4 fbf_2, In tint_symbol, vec4 uv, uvec4 fbf_0) { | 
|  | g(fbf_2[2u], tint_symbol.pos[0u], uv[0u], fbf_0[1u]); | 
|  | } | 
|  | void main() { | 
|  | ivec4 v = f_Input; | 
|  | In v_1 = In(gl_FragCoord); | 
|  | f_inner(v, v_1, f_loc0_Input, f_Input_1); | 
|  | } | 
|  | error: Error parsing GLSL shader: | 
|  | ERROR: 0:10: 'int' : must be qualified as flat in | 
|  | ERROR: 0:10: '' : compilation terminated | 
|  | ERROR: 2 compilation errors.  No code generated. | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | tint executable returned error: exit status 1 |