SPIRV-Cross/reference/shaders/desktop-only/frag/in-block-qualifiers.frag

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#version 450
layout(location = 0) out vec4 FragColor;
in VertexData
{
layout(location = 0) flat float f;
layout(location = 1) centroid vec4 g;
layout(location = 2) flat int h;
layout(location = 3) float i;
} vin;
layout(location = 4) in flat float f;
layout(location = 5) in centroid vec4 g;
layout(location = 6) in flat int h;
layout(location = 7) in sample float i;
void main()
{
FragColor = (((((((vec4(vin.f) + vin.g) + vec4(float(vin.h))) + vec4(vin.i)) + vec4(f)) + g) + vec4(float(h))) + vec4(i));
}