| [[group(1), binding(0)]] var arg_0 : texture_depth_multisampled_2d; |
| |
| var<private> tint_symbol_1 : vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| |
| fn textureNumSamples_a3c8a0() { |
| var res : i32 = 0; |
| let x_16 : i32 = textureNumSamples(arg_0); |
| res = x_16; |
| return; |
| } |
| |
| fn tint_symbol_2(tint_symbol : vec4<f32>) { |
| tint_symbol_1 = tint_symbol; |
| return; |
| } |
| |
| fn vertex_main_1() { |
| textureNumSamples_a3c8a0(); |
| tint_symbol_2(vec4<f32>(0.0, 0.0, 0.0, 0.0)); |
| return; |
| } |
| |
| struct vertex_main_out { |
| [[builtin(position)]] |
| tint_symbol_1_1 : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn vertex_main() -> vertex_main_out { |
| vertex_main_1(); |
| return vertex_main_out(tint_symbol_1); |
| } |
| |
| fn fragment_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| [[stage(fragment)]] |
| fn fragment_main() { |
| fragment_main_1(); |
| } |
| |
| fn compute_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| [[stage(compute), workgroup_size(1, 1, 1)]] |
| fn compute_main() { |
| compute_main_1(); |
| } |