struct Output { float4 Position; float4 color; }; struct tint_symbol_1 { uint VertexIndex : SV_VertexID; uint InstanceIndex : SV_InstanceID; }; struct tint_symbol_2 { float4 color : TEXCOORD0; float4 Position : SV_Position; }; struct tint_array_wrapper { float2 arr[4]; }; struct tint_array_wrapper_1 { float4 arr[4]; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const uint VertexIndex = tint_symbol.VertexIndex; const uint InstanceIndex = tint_symbol.InstanceIndex; tint_array_wrapper zv = {{float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}}; const float z = zv.arr[InstanceIndex].x; Output output = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; output.Position = float4(0.5f, 0.5f, z, 1.0f); tint_array_wrapper_1 colors = {{float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; output.color = colors.arr[InstanceIndex]; const tint_symbol_2 tint_symbol_3 = {output.color, output.Position}; return tint_symbol_3; }