| struct FragmentInputs0 { |
| float4 position; |
| int loc0; |
| }; |
| struct FragmentInputs1 { |
| float4 loc3; |
| uint sample_mask; |
| }; |
| struct tint_symbol_1 { |
| int loc0 : TEXCOORD0; |
| 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; |
| } |