dawn-cmake/test/shader_io/vertex_input_mixed.wgsl.exp...

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#version 310 es
precision mediump float;
layout(location = 0) in int loc0_1;
layout(location = 1) in uint loc1_1;
layout(location = 2) in float loc2_1;
layout(location = 3) in vec4 loc3_1;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
vec4 loc3;
};
vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
uint foo = (inputs0.vertex_index + instance_index);
int i = inputs0.loc0;
uint u = loc1;
float f = inputs1.loc2;
vec4 v = inputs1.loc3;
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1);
VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1);
vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}