struct vec4f { | |
int i; | |
}; | |
struct tint_symbol_1 { | |
uint VertexIndex : SV_VertexID; | |
}; | |
struct tint_symbol_2 { | |
float4 value : SV_Position; | |
}; | |
float4 main_inner(uint VertexIndex) { | |
vec4f s = {1}; | |
float f = float(s.i); | |
bool b = bool(f); | |
return (b ? (1.0f).xxxx : (0.0f).xxxx); | |
} | |
tint_symbol_2 main(tint_symbol_1 tint_symbol) { | |
float4 inner_result = main_inner(tint_symbol.VertexIndex); | |
tint_symbol_2 wrapper_result = (tint_symbol_2)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} |