var<private> gl_Position : vec4<f32>; | |
fn main_1() { | |
gl_Position = vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
return; | |
} | |
struct main_out { | |
[[builtin(position)]] | |
gl_Position : vec4<f32>; | |
}; | |
[[stage(vertex)]] | |
fn main() -> main_out { | |
main_1(); | |
return main_out(gl_Position); | |
} |