uint3 tint_insert_bits(uint3 v, uint3 n, uint offset, uint count) { const uint s = min(offset, 32u); const uint e = min(32u, (s + count)); const uint mask = (((1u << s) - 1u) ^ ((1u << e) - 1u)); return (((n << uint3((s).xxx)) & uint3((mask).xxx)) | (v & uint3((~(mask)).xxx))); } void insertBits_87826b() { uint3 res = tint_insert_bits((0u).xxx, (0u).xxx, 1u, 1u); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { insertBits_87826b(); 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() { insertBits_87826b(); return; } [numthreads(1, 1, 1)] void compute_main() { insertBits_87826b(); return; }