| void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { |
| vec4 foo = inputs0.position; |
| uint bar = (sample_index + inputs1.sample_mask); |
| void tint_symbol(tint_symbol_2 tint_symbol_1) { |
| FragmentInputs0 tint_symbol_3 = FragmentInputs0(tint_symbol_1.position, tint_symbol_1.loc0); |
| FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask); |
| tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2); |
| inputs.position = gl_FragCoord; |
| inputs.front_facing = gl_FrontFacing; |
| inputs.sample_index = uint(gl_SampleID); |
| inputs.sample_mask = uint(gl_SampleMask); |
| Error parsing GLSL shader: |
| ERROR: 0:40: 'int' : must be qualified as flat in |
| ERROR: 0:40: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |