| struct vec4f { |
| int i; |
| }; |
| struct tint_symbol_1 { |
| uint VertexIndex : SV_VertexID; |
| }; |
| struct tint_symbol_2 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 main_inner(uint VertexIndex) { |
| const vec4f s = {1}; |
| const float f = float(s.i); |
| const bool b = bool(f); |
| return (b ? (1.0f).xxxx : (0.0f).xxxx); |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const float4 inner_result = main_inner(tint_symbol.VertexIndex); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |