int vec4f() { return 0; } float vec2f(int i) { return float(i); } bool vec2i(float f) { return bool(f); } struct tint_symbol_1 { uint VertexIndex : SV_VertexID; }; struct tint_symbol_2 { float4 value : SV_Position; }; float4 main_inner(uint VertexIndex) { const float4 tint_symbol_3 = (0.0f).xxxx; const float4 tint_symbol_4 = (1.0f).xxxx; const int tint_symbol_5 = vec4f(); const float tint_symbol_6 = vec2f(tint_symbol_5); const bool tint_symbol_7 = vec2i(tint_symbol_6); return (tint_symbol_7 ? tint_symbol_4 : tint_symbol_3); } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float4 inner_result = main_inner(tint_symbol.VertexIndex); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.value = inner_result; return wrapper_result; }