#version 400 core
struct FragmentInput {
    vec4 position;
    uint _flat;
    float _linear;
    vec2 linear_centroid;
    vec3 linear_sample;
    vec4 perspective;
    float perspective_centroid;
    float perspective_sample;
};
flat in uint _vs2fs_location0;
noperspective in float _vs2fs_location1;
noperspective centroid in vec2 _vs2fs_location2;
noperspective sample in vec3 _vs2fs_location3;
smooth in vec4 _vs2fs_location4;
smooth centroid in float _vs2fs_location5;
smooth sample in float _vs2fs_location6;

void main() {
    FragmentInput val = FragmentInput(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5, _vs2fs_location6);
    return;
}

