| RWTexture2D<float4> tex : register(u0); | |
| struct tint_symbol { | |
| float4 value : SV_Position; | |
| }; | |
| float4 vertex_main_inner() { | |
| const float4 value = float4(1.0f, 2.0f, 3.0f, 4.0f); | |
| tex[int2(9, 8)] = value; | |
| return (0.0f).xxxx; | |
| } | |
| tint_symbol vertex_main() { | |
| const float4 inner_result = vertex_main_inner(); | |
| tint_symbol wrapper_result = (tint_symbol)0; | |
| wrapper_result.value = inner_result; | |
| return wrapper_result; | |
| } |