struct VertexInputs0 { uint vertex_index; int loc0; }; struct VertexInputs1 { float loc2; float4 loc3; }; struct tint_symbol_1 { int loc0 : TEXCOORD0; uint loc1 : TEXCOORD1; float loc2 : TEXCOORD2; float4 loc3 : TEXCOORD3; uint vertex_index : SV_VertexID; uint instance_index : SV_InstanceID; }; struct tint_symbol_2 { float4 value : SV_Position; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const VertexInputs0 inputs0 = {tint_symbol.vertex_index, tint_symbol.loc0}; const uint loc1 = tint_symbol.loc1; const uint instance_index = tint_symbol.instance_index; const VertexInputs1 inputs1 = {tint_symbol.loc2, tint_symbol.loc3}; const uint foo = (inputs0.vertex_index + instance_index); const int i = inputs0.loc0; const uint u = loc1; const float f = inputs1.loc2; const float4 v = inputs1.loc3; const tint_symbol_2 tint_symbol_3 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_3; }