void smoothStep_cb0bfb() {
float res = smoothstep(1.0f, 1.0f, 1.0f);
}
struct tint_symbol {
float4 value : SV_Position;
};
tint_symbol vertex_main() {
smoothStep_cb0bfb();
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_1;
void fragment_main() {
return;
[numthreads(1, 1, 1)]
void compute_main() {