struct VertexInputs { int loc0; uint loc1; float loc2; float4 loc3; float16_t loc4; vector loc5; }; struct tint_symbol_1 { int loc0 : TEXCOORD0; uint loc1 : TEXCOORD1; float loc2 : TEXCOORD2; float4 loc3 : TEXCOORD3; float16_t loc4 : TEXCOORD4; vector loc5 : TEXCOORD5; }; struct tint_symbol_2 { float4 value : SV_Position; }; float4 main_inner(VertexInputs inputs) { const int i = inputs.loc0; const uint u = inputs.loc1; const float f = inputs.loc2; const float4 v = inputs.loc3; const float16_t x = inputs.loc4; const vector y = inputs.loc5; return (0.0f).xxxx; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const VertexInputs tint_symbol_3 = {tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3, tint_symbol.loc4, tint_symbol.loc5}; const float4 inner_result = main_inner(tint_symbol_3); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.value = inner_result; return wrapper_result; }