| 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); |
| } |
| |