| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| |
| struct S { |
| float f; |
| uint u; |
| vec4 v; |
| float16_t x; |
| f16vec3 y; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_3_1_ssbo { |
| S tint_symbol_2; |
| } v_1; |
| layout(location = 0) in float frag_main_loc0_Input; |
| layout(location = 1) flat in uint frag_main_loc1_Input; |
| layout(location = 2) in float16_t frag_main_loc2_Input; |
| layout(location = 3) in f16vec3 frag_main_loc3_Input; |
| void tint_store_and_preserve_padding(inout S target, S value_param) { |
| target.f = value_param.f; |
| target.u = value_param.u; |
| target.v = value_param.v; |
| target.x = value_param.x; |
| target.y = value_param.y; |
| } |
| void frag_main_inner(S tint_symbol_1) { |
| float f = tint_symbol_1.f; |
| uint u = tint_symbol_1.u; |
| vec4 v = tint_symbol_1.v; |
| float16_t x = tint_symbol_1.x; |
| f16vec3 y = tint_symbol_1.y; |
| tint_store_and_preserve_padding(v_1.tint_symbol_2, tint_symbol_1); |
| } |
| void main() { |
| frag_main_inner(S(frag_main_loc0_Input, frag_main_loc1_Input, gl_FragCoord, frag_main_loc2_Input, frag_main_loc3_Input)); |
| } |