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test
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tint
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shader_io
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fragment_output_locations_struct.wgsl.expected.wgsl
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struct
FragmentOutputs
{
@location
(
0
)
loc0
:
i32
,
@location
(
1
)
loc1
:
u32
,
@location
(
2
)
loc2
:
f32
,
@location
(
3
)
loc3
:
vec4
<f32>
,
}
@fragment
fn main
()
->
FragmentOutputs
{
return
FragmentOutputs
(
1
,
1u
,
1.0
,
vec4
<f32>
(
1.0
,
2.0
,
3.0
,
4.0
));
}