uint2 tint_insert_bits(uint2 v, uint2 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 << uint2((s).xx)) & uint2((mask).xx)) | (v & uint2((~(mask)).xx))); } void insertBits_3c7ba5() { uint2 res = tint_insert_bits((0u).xx, (0u).xx, 1u, 1u); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { insertBits_3c7ba5(); 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_3c7ba5(); return; } [numthreads(1, 1, 1)] void compute_main() { insertBits_3c7ba5(); return; }