uint tint_insert_bits(uint v, uint n, uint offset, uint count) { const uint e = (offset + count); const uint mask = ((((offset < 32u) ? (1u << offset) : 0u) - 1u) ^ (((e < 32u) ? (1u << e) : 0u) - 1u)); return ((((offset < 32u) ? (n << offset) : 0u) & mask) | (v & ~(mask))); } void insertBits_e3e3a2() { uint arg_0 = 1u; uint arg_1 = 1u; uint arg_2 = 1u; uint arg_3 = 1u; uint res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { insertBits_e3e3a2(); 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_e3e3a2(); return; } [numthreads(1, 1, 1)] void compute_main() { insertBits_e3e3a2(); return; }