| #version 310 es |
| #extension GL_OES_sample_variables : require |
| precision mediump float; |
| |
| layout(location = 0) flat in int loc0_1; |
| layout(location = 1) flat in uint loc1_1; |
| layout(location = 3) in vec4 loc3_1; |
| layout(location = 2) in float loc2_1; |
| struct FragmentInputs0 { |
| vec4 position; |
| int loc0; |
| }; |
| |
| struct FragmentInputs1 { |
| vec4 loc3; |
| uint sample_mask; |
| }; |
| |
| void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { |
| if (front_facing) { |
| vec4 foo = inputs0.position; |
| uint bar = (sample_index + inputs1.sample_mask); |
| int i = inputs0.loc0; |
| uint u = loc1; |
| float f = loc2; |
| vec4 v = inputs1.loc3; |
| } |
| } |
| |
| void main() { |
| FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1); |
| FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, uint(gl_SampleMaskIn[0])); |
| tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1); |
| return; |
| } |