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shader_io
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invariant.wgsl.expected.msl
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#include
<metal_stdlib>
using
namespace
metal
;
struct
tint_symbol_1
{
float4 value
[[
position
]]
[[
invariant
]];
};
vertex tint_symbol_1 tint_symbol
()
{
tint_symbol_1
const
tint_symbol_2
=
{.
value
=
float4
()};
return
tint_symbol_2
;
}