#version 400 core struct FragmentInput { vec4 position; uint flat1; float linear; vec2 linear_centroid; vec3 linear_sample; vec4 perspective; float perspective_centroid; float perspective_sample; }; flat out uint _vs2fs_location0; noperspective out float _vs2fs_location1; noperspective centroid out vec2 _vs2fs_location2; noperspective sample out vec3 _vs2fs_location3; smooth out vec4 _vs2fs_location4; smooth centroid out float _vs2fs_location5; smooth sample out float _vs2fs_location6; void main() { FragmentInput out1; out1.position = vec4(2.0, 4.0, 5.0, 6.0); out1.flat1 = 8u; out1.linear = 27.0; out1.linear_centroid = vec2(64.0, 125.0); out1.linear_sample = vec3(216.0, 343.0, 512.0); out1.perspective = vec4(729.0, 1000.0, 1331.0, 1728.0); out1.perspective_centroid = 2197.0; out1.perspective_sample = 2744.0; gl_Position = out1.position; _vs2fs_location0 = out1.flat1; _vs2fs_location1 = out1.linear; _vs2fs_location2 = out1.linear_centroid; _vs2fs_location3 = out1.linear_sample; _vs2fs_location4 = out1.perspective; _vs2fs_location5 = out1.perspective_centroid; _vs2fs_location6 = out1.perspective_sample; return; }