| #version 310 es |
| #extension GL_OES_sample_variables : require |
| precision highp float; |
| |
| layout(location = 0) out int loc0_1; |
| layout(location = 1) out uint loc1_1; |
| layout(location = 2) out float loc2_1; |
| layout(location = 3) out vec4 loc3_1; |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| vec4 loc3; |
| }; |
| |
| FragmentOutputs tint_symbol() { |
| FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f)); |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| FragmentOutputs inner_result = tint_symbol(); |
| loc0_1 = inner_result.loc0; |
| gl_FragDepth = inner_result.frag_depth; |
| loc1_1 = inner_result.loc1; |
| loc2_1 = inner_result.loc2; |
| gl_SampleMask[0] = int(inner_result.sample_mask); |
| loc3_1 = inner_result.loc3; |
| return; |
| } |