| int vec4f() { |
| return 0; |
| } |
| |
| float vec2f(int i) { |
| return float(i); |
| } |
| |
| bool vec2i(float f) { |
| return bool(f); |
| } |
| |
| struct tint_symbol_6 { |
| uint VertexIndex : SV_VertexID; |
| }; |
| struct tint_symbol_7 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 main_inner(uint VertexIndex) { |
| float4 tint_symbol = (0.0f).xxxx; |
| float4 tint_symbol_1 = (1.0f).xxxx; |
| int tint_symbol_2 = vec4f(); |
| float tint_symbol_3 = vec2f(tint_symbol_2); |
| bool tint_symbol_4 = vec2i(tint_symbol_3); |
| return (tint_symbol_4 ? tint_symbol_1 : tint_symbol); |
| } |
| |
| tint_symbol_7 main(tint_symbol_6 tint_symbol_5) { |
| float4 inner_result = main_inner(tint_symbol_5.VertexIndex); |
| tint_symbol_7 wrapper_result = (tint_symbol_7)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |