#version 450 layout(binding = 0, std140) uniform uBuffer { vec4 color; } x_12; layout(location = 0) out vec4 fragColor; const vec4 _2_init = vec4(0.0); void main() { fragColor = _2_init; gl_SampleMask[0] = 0; fragColor = x_12.color; gl_SampleMask[0] = int(uint(6)); gl_SampleMask[0] = int(uint(gl_SampleMask[0])); uint _30_unrolled[1]; for (int i = 0; i < int(1); i++) { _30_unrolled[i] = int(gl_SampleMask[i]); } for (int i = 0; i < int(1); i++) { gl_SampleMask[i] = int(_30_unrolled[i]); } }