| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| struct VertexInputs1 { |
| float loc2; |
| float4 loc3; |
| }; |
| struct tint_symbol_1 { |
| int loc0 : TEXCOORD0; |
| uint loc1 : TEXCOORD1; |
| float loc2 : TEXCOORD2; |
| float4 loc3 : TEXCOORD3; |
| uint vertex_index : SV_VertexID; |
| uint instance_index : SV_InstanceID; |
| }; |
| struct tint_symbol_2 { |
| float4 value : SV_Position; |
| }; |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const VertexInputs0 inputs0 = {tint_symbol.vertex_index, tint_symbol.loc0}; |
| const uint loc1 = tint_symbol.loc1; |
| const uint instance_index = tint_symbol.instance_index; |
| const VertexInputs1 inputs1 = {tint_symbol.loc2, tint_symbol.loc3}; |
| const uint foo = (inputs0.vertex_index + instance_index); |
| const int i = inputs0.loc0; |
| const uint u = loc1; |
| const float f = inputs1.loc2; |
| const float4 v = inputs1.loc3; |
| const tint_symbol_2 tint_symbol_3 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; |
| return tint_symbol_3; |
| } |