blob: 55610f90eec4413ec4c2f9f86abd13dd687dafdc [file] [edit]
struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
uint sample_mask;
};
struct main_inputs {
nointerpolation int FragmentInputs0_loc0 : TEXCOORD0;
nointerpolation uint loc1 : TEXCOORD1;
float loc2 : TEXCOORD2;
float4 FragmentInputs1_loc3 : TEXCOORD3;
float4 FragmentInputs0_position : SV_Position;
bool front_facing : SV_IsFrontFace;
uint sample_index : SV_SampleIndex;
uint FragmentInputs1_sample_mask : SV_Coverage;
};
void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
if (front_facing) {
float4 foo = inputs0.position;
uint bar = (sample_index + inputs1.sample_mask);
int i = inputs0.loc0;
uint u = loc1;
float f = loc2;
float4 v = inputs1.loc3;
}
}
void main(main_inputs inputs) {
FragmentInputs0 v_1 = {float4(inputs.FragmentInputs0_position.xyz, (1.0f / inputs.FragmentInputs0_position[3u])), inputs.FragmentInputs0_loc0};
FragmentInputs0 v_2 = v_1;
FragmentInputs1 v_3 = {inputs.FragmentInputs1_loc3, inputs.FragmentInputs1_sample_mask};
main_inner(v_2, inputs.front_facing, inputs.loc1, inputs.sample_index, v_3, inputs.loc2);
}