| float4 tint_symbol : SV_Position; |
| int VertexInputs0_loc0 : TEXCOORD0; |
| uint VertexInputs1_loc1 : TEXCOORD2; |
| float4 VertexInputs1_loc3 : TEXCOORD3; |
| uint VertexInputs0_vertex_index : SV_VertexID; |
| uint instance_index : SV_InstanceID; |
| float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| main_outputs main(main_inputs inputs) { |
| VertexInputs0 v = {inputs.VertexInputs0_vertex_index, inputs.VertexInputs0_loc0}; |
| VertexInputs1 v_2 = {inputs.VertexInputs1_loc1, inputs.VertexInputs1_loc3}; |
| main_outputs v_3 = {main_inner(v_1, inputs.loc1, inputs.instance_index, v_2)}; |