struct main_outputs { | |
float4 tint_symbol : SV_Position; | |
}; | |
struct main_inputs { | |
uint VertexIndex : SV_VertexID; | |
}; | |
int vec4f() { | |
return int(0); | |
} | |
float vec2f(int i) { | |
return float(i); | |
} | |
bool vec2i(float f) { | |
return bool(f); | |
} | |
float4 main_inner(uint VertexIndex) { | |
return ((vec2i(vec2f(vec4f()))) ? ((1.0f).xxxx) : ((0.0f).xxxx)); | |
} | |
main_outputs main(main_inputs inputs) { | |
main_outputs v = {main_inner(inputs.VertexIndex)}; | |
return v; | |
} | |