| SKIP: INVALID | 
 |  | 
 | #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 |  | 
 | struct In { | 
 |   vec4 a; | 
 |   vec4 b; | 
 |   ivec4 fbf; | 
 | }; | 
 |  | 
 | layout(location = 0) in vec4 f_loc0_Input; | 
 | layout(location = 1) flat in vec4 f_loc1_Input; | 
 | in ivec4 f_Input; | 
 | void g(float a, float b, int c) { | 
 | } | 
 | void f_inner(In tint_symbol) { | 
 |   g(tint_symbol.a[0u], tint_symbol.b[1u], tint_symbol.fbf[0u]); | 
 | } | 
 | void main() { | 
 |   f_inner(In(f_loc0_Input, f_loc1_Input, f_Input)); | 
 | } | 
 | error: Error parsing GLSL shader: | 
 | ERROR: 0:14: 'int' : must be qualified as flat in | 
 | ERROR: 0:14: '' : compilation terminated  | 
 | ERROR: 2 compilation errors.  No code generated. | 
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 |  | 
 |  | 
 |  | 
 | tint executable returned error: exit status 1 |