struct frexp_result_vec3_f16 { vector fract; int3 exp; }; void frexp_ae4a66() { frexp_result_vec3_f16 res = {(float16_t(0.5h)).xxx, (1).xxx}; } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { frexp_ae4a66(); return (0.0f).xxxx; } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { frexp_ae4a66(); return; } [numthreads(1, 1, 1)] void compute_main() { frexp_ae4a66(); return; }