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tint
/
fb3c1c4d4b6786abfa39fc2e7e4677202267e69c
/
.
/
test
/
shader_io
/
vertex_output_builtins_struct.wgsl.expected.wgsl
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struct
VertexOutputs
{
[[
builtin
(
position
)]]
position
:
vec4
<f32>
;
};
[[
stage
(
vertex
)]]
fn main
()
->
VertexOutputs
{
return
VertexOutputs
(
vec4
<f32>
(
1.0
,
2.0
,
3.0
,
4.0
));
}