struct VertexOutputs {
[[location(0), interpolate(flat)]] loc0 : i32;
[[location(1), interpolate(flat)]] loc1 : u32;
[[location(2)]] loc2 : f32;
[[location(3)]] loc3 : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main() -> VertexOutputs {
return VertexOutputs(1, 1u, 1.0, vec4<f32>(1.0, 2.0, 3.0, 4.0), vec4<f32>());
}