| struct Output { |
| float4 Position; |
| float4 color; |
| }; |
| struct tint_symbol_1 { |
| uint VertexIndex : SV_VertexID; |
| uint InstanceIndex : SV_InstanceID; |
| }; |
| struct tint_symbol_2 { |
| float4 color : TEXCOORD0; |
| float4 Position : SV_Position; |
| }; |
| |
| Output main_inner(uint VertexIndex, uint InstanceIndex) { |
| float2 zv[4] = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}; |
| const float z = zv[InstanceIndex].x; |
| Output output = (Output)0; |
| output.Position = float4(0.5f, 0.5f, z, 1.0f); |
| float4 colors[4] = {float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}; |
| output.color = colors[InstanceIndex]; |
| return output; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const Output inner_result = main_inner(tint_symbol.VertexIndex, tint_symbol.InstanceIndex); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.Position = inner_result.Position; |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |