|  | #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; | 
|  | } |