float4 tint_radians(float4 param_0) { return param_0 * 0.017453292519943295474; } void radians_09b7fc() { float4 res = tint_radians((1.0f).xxxx); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { radians_09b7fc(); 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() { radians_09b7fc(); return; } [numthreads(1, 1, 1)] void compute_main() { radians_09b7fc(); return; }