| 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); | |
| } |