float4 tint_acosh(float4 x) { return log((x + sqrt(((x * x) - 1.0f)))); } void acosh_d51ccb() { float4 arg_0 = (2.0f).xxxx; float4 res = tint_acosh(arg_0); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { acosh_d51ccb(); 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() { acosh_d51ccb(); return; } [numthreads(1, 1, 1)] void compute_main() { acosh_d51ccb(); return; }