| static float4 color_out = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| static float gl_FragDepth = 0.0f; |
| |
| void main_1() { |
| color_out = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| gl_FragDepth = 0.699999988f; |
| return; |
| } |
| |
| struct main_out { |
| float4 color_out_1; |
| float gl_FragDepth_1; |
| }; |
| struct tint_symbol { |
| float4 color_out_1 : SV_Target0; |
| float gl_FragDepth_1 : SV_Depth; |
| }; |
| |
| main_out main_inner() { |
| main_1(); |
| const main_out tint_symbol_1 = {color_out, gl_FragDepth}; |
| return tint_symbol_1; |
| } |
| |
| tint_symbol main() { |
| const main_out inner_result = main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.color_out_1 = inner_result.color_out_1; |
| wrapper_result.gl_FragDepth_1 = inner_result.gl_FragDepth_1; |
| return wrapper_result; |
| } |