| #version 310 es |
| #extension GL_OES_sample_variables: require |
| precision highp float; |
| precision highp int; |
| |
| |
| struct FragmentInputs0 { |
| vec4 position; |
| int loc0; |
| }; |
| |
| struct FragmentInputs1 { |
| vec4 loc3; |
| uint sample_mask; |
| }; |
| |
| layout(location = 0) flat in int tint_symbol_loc0_Input; |
| layout(location = 1) flat in uint tint_symbol_loc1_Input; |
| layout(location = 3) in vec4 tint_symbol_loc3_Input; |
| layout(location = 2) in float tint_symbol_loc2_Input; |
| void tint_symbol_inner(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 v_1 = FragmentInputs0(gl_FragCoord, tint_symbol_loc0_Input); |
| bool v_2 = gl_FrontFacing; |
| uint v_3 = tint_symbol_loc1_Input; |
| uint v_4 = uint(gl_SampleID); |
| vec4 v_5 = tint_symbol_loc3_Input; |
| FragmentInputs1 v_6 = FragmentInputs1(v_5, uint(gl_SampleMaskIn[0u])); |
| tint_symbol_inner(v_1, v_2, v_3, v_4, v_6, tint_symbol_loc2_Input); |
| } |