|  | struct FragmentInputs0 { | 
|  | float4 position; | 
|  | int loc0; | 
|  | }; | 
|  | struct FragmentInputs1 { | 
|  | float4 loc3; | 
|  | uint sample_mask; | 
|  | }; | 
|  | struct tint_symbol_1 { | 
|  | nointerpolation int loc0 : TEXCOORD0; | 
|  | nointerpolation uint loc1 : TEXCOORD1; | 
|  | float loc2 : TEXCOORD2; | 
|  | float4 loc3 : TEXCOORD3; | 
|  | float4 position : SV_Position; | 
|  | bool front_facing : SV_IsFrontFace; | 
|  | uint sample_index : SV_SampleIndex; | 
|  | uint sample_mask : SV_Coverage; | 
|  | }; | 
|  |  | 
|  | void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { | 
|  | if (front_facing) { | 
|  | const float4 foo = inputs0.position; | 
|  | const uint bar = (sample_index + inputs1.sample_mask); | 
|  | const int i = inputs0.loc0; | 
|  | const uint u = loc1; | 
|  | const float f = loc2; | 
|  | const float4 v = inputs1.loc3; | 
|  | } | 
|  | } | 
|  |  | 
|  | void main(tint_symbol_1 tint_symbol) { | 
|  | const FragmentInputs0 tint_symbol_2 = {tint_symbol.position, tint_symbol.loc0}; | 
|  | const FragmentInputs1 tint_symbol_3 = {tint_symbol.loc3, tint_symbol.sample_mask}; | 
|  | main_inner(tint_symbol_2, tint_symbol.front_facing, tint_symbol.loc1, tint_symbol.sample_index, tint_symbol_3, tint_symbol.loc2); | 
|  | return; | 
|  | } |