struct FragmentInputs0 { float4 position; int loc0; }; struct FragmentInputs1 { float4 loc3; uint sample_mask; }; struct tint_symbol_1 { int loc0 : TEXCOORD0; uint loc1 : TEXCOORD1; float loc2 : TEXCOORD2; float4 loc3 : TEXCOORD3; float4 position : SV_Position; bool front_facing : SV_IsFrontFace; uint sample_index : SV_SampleIndex; uint sample_mask : SV_Coverage; }; void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { if (front_facing) { const float4 foo = inputs0.position; const uint bar = (sample_index + inputs1.sample_mask); const int i = inputs0.loc0; const uint u = loc1; const float f = loc2; const float4 v = inputs1.loc3; } } void main(tint_symbol_1 tint_symbol) { const FragmentInputs0 tint_symbol_2 = {tint_symbol.position, tint_symbol.loc0}; const FragmentInputs1 tint_symbol_3 = {tint_symbol.loc3, tint_symbol.sample_mask}; main_inner(tint_symbol_2, tint_symbol.front_facing, tint_symbol.loc1, tint_symbol.sample_index, tint_symbol_3, tint_symbol.loc2); return; }