| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| struct In { | |
| vec4 pos; | |
| vec4 uv; | |
| vec4 fbf; | |
| }; | |
| layout(location = 0) in vec4 f_loc0_Input; | |
| in vec4 f_Input; | |
| void g(float a, float b, float c) { | |
| } | |
| void f_inner(In tint_symbol) { | |
| g(tint_symbol.pos[0u], tint_symbol.uv[0u], tint_symbol.fbf[1u]); | |
| } | |
| void main() { | |
| f_inner(In(gl_FragCoord, f_loc0_Input, f_Input)); | |
| } |