blob: 4855b344f641443f4e6f3a58e256da6731324a2a [file] [edit]
#version 310 es
#extension GL_OES_sample_variables: require
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct FragmentInputs0 {
vec4 position;
int loc0;
};
struct FragmentInputs1 {
vec4 loc3;
f16vec3 loc5;
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 = 5) in f16vec3 tint_symbol_loc5_Input;
layout(location = 2) in float tint_symbol_loc2_Input;
layout(location = 4) in float16_t tint_symbol_loc4_Input;
void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) {
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;
float16_t x = loc4;
f16vec3 y = inputs1.loc5;
}
}
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;
f16vec3 v_6 = tint_symbol_loc5_Input;
FragmentInputs1 v_7 = FragmentInputs1(v_5, v_6, uint(gl_SampleMaskIn[0u]));
tint_symbol_inner(v_1, v_2, v_3, v_4, v_7, tint_symbol_loc2_Input, tint_symbol_loc4_Input);
}