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; }; float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { 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; return (0.0f).xxxx; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const VertexInputs0 tint_symbol_3 = {tint_symbol.vertex_index, tint_symbol.loc0}; const VertexInputs1 tint_symbol_4 = {tint_symbol.loc2, tint_symbol.loc3}; const float4 inner_result = main_inner(tint_symbol_3, tint_symbol.loc1, tint_symbol.instance_index, tint_symbol_4); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.value = inner_result; return wrapper_result; }