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test
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tint
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shader_io
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vertex_output_builtins_struct.wgsl.expected.ir.msl
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#include
<metal_stdlib>
using
namespace
metal
;
struct
VertexOutputs
{
float4 position
[[
position
]];
};
VertexOutputs
tint_symbol
()
{
return
VertexOutputs
{.
position
=
float4
(
1.0f
,
2.0f
,
3.0f
,
4.0f
)};
}