struct VertexOutputs { [[location(0)]] loc0 : i32; [[location(1)]] loc1 : u32; [[location(2)]] loc2 : f32; [[location(3)]] loc3 : vec4<f32>; [[builtin(position)]] position : vec4<f32>; }; [[stage(vertex)]] fn main() -> VertexOutputs { return VertexOutputs(1, 1u, 1.0, vec4<f32>(1.0, 2.0, 3.0, 4.0), vec4<f32>()); }