| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision mediump float; |
| |
| layout(location = 0) flat in int loc0_1; |
| layout(location = 1) flat in uint loc1_1; |
| layout(location = 2) in float loc2_1; |
| layout(location = 3) in vec4 loc3_1; |
| layout(location = 4) in float16_t loc4_1; |
| layout(location = 5) in f16vec3 loc5_1; |
| struct FragmentInputs { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| float16_t loc4; |
| f16vec3 loc5; |
| }; |
| |
| void tint_symbol(FragmentInputs inputs) { |
| int i = inputs.loc0; |
| uint u = inputs.loc1; |
| float f = inputs.loc2; |
| vec4 v = inputs.loc3; |
| float16_t x = inputs.loc4; |
| f16vec3 y = inputs.loc5; |
| } |
| |
| void main() { |
| FragmentInputs tint_symbol_1 = FragmentInputs(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1); |
| tint_symbol(tint_symbol_1); |
| return; |
| } |