uint4 tint_insert_bits(uint4 v, uint4 n, uint offset, uint count) { const uint s = min(offset, 32u); const uint e = min(32u, (s + count)); const uint mask = (((1u << s) - 1u) ^ ((1u << e) - 1u)); return (((n << uint4((s).xxxx)) & uint4((mask).xxxx)) | (v & uint4((~(mask)).xxxx))); } void insertBits_51ede1() { uint4 res = tint_insert_bits((0u).xxxx, (0u).xxxx, 1u, 1u); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { insertBits_51ede1(); 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() { insertBits_51ede1(); return; } [numthreads(1, 1, 1)] void compute_main() { insertBits_51ede1(); return; }