#version 450 struct VOut { vec4 p; vec4 c; }; layout(location = 0) out vec4 _entryPointOutput_c; VOut _main() { VOut v; v.p = vec4(1.0); v.c = vec4(2.0); return v; } void main() { VOut flattenTemp = _main(); gl_Position = flattenTemp.p; _entryPointOutput_c = flattenTemp.c; }