RWTexture2D<float4> tex : register(u0, space0); | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
const float4 value = float4(1.0f, 2.0f, 3.0f, 4.0f); | |
tex[int2(9, 8)] = value; | |
return (0.0f).xxxx; | |
} | |
tint_symbol vertex_main() { | |
const float4 inner_result = vertex_main_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} |