blob: ddce64e63945f3a7737602d82add13c0541b8532 [file] [edit]
#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));
}