| int vec4f() { |
| return 0; |
| } |
| |
| float vec2f(int i) { |
| return float(i); |
| } |
| |
| bool vec2i(float f) { |
| return bool(f); |
| } |
| |
| struct tint_symbol_1 { |
| uint VertexIndex : SV_VertexID; |
| }; |
| struct tint_symbol_2 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 main_inner(uint VertexIndex) { |
| const float4 tint_symbol_3 = (0.0f).xxxx; |
| const float4 tint_symbol_4 = (1.0f).xxxx; |
| const int tint_symbol_5 = vec4f(); |
| const float tint_symbol_6 = vec2f(tint_symbol_5); |
| const bool tint_symbol_7 = vec2i(tint_symbol_6); |
| return (tint_symbol_7 ? tint_symbol_4 : tint_symbol_3); |
| } |
| |
| 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; |
| } |