| uint vertex_index : SV_VertexID; |
| uint instance_index : SV_InstanceID; |
| float4 value : SV_Position; |
| float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| VertexInputs0 tint_symbol_3 = {tint_symbol.vertex_index, tint_symbol.loc0}; |
| VertexInputs1 tint_symbol_4 = {tint_symbol.loc1_1, tint_symbol.loc3}; |
| float4 inner_result = main_inner(tint_symbol_3, tint_symbol.loc1, tint_symbol.instance_index, tint_symbol_4); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.value = inner_result; |