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test
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tint
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shader_io
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vertex_output_builtins.wgsl.expected.wgsl
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@vertex
fn main
()
->
@builtin
(
position
)
vec4
<f32>
{
return
vec4
<f32>
(
1.0
,
2.0
,
3.0
,
4.0
);
}