struct Uniforms { /* 0x0000 */ float4x4 modelViewProjectionMatrix; }; ConstantBuffer uniforms : register(b0, space0); struct VertexInput { float4 cur_position; float4 color; }; struct VertexOutput { float4 vtxFragColor; float4 Position; }; struct tint_symbol_1 { float4 cur_position : TEXCOORD0; float4 color : TEXCOORD1; }; struct tint_symbol_2 { float4 vtxFragColor : TEXCOORD0; float4 Position : SV_Position; }; tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { const VertexInput input = {tint_symbol.cur_position, tint_symbol.color}; VertexOutput output = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; output.Position = mul(input.cur_position, uniforms.modelViewProjectionMatrix); output.vtxFragColor = input.color; const tint_symbol_2 tint_symbol_6 = {output.vtxFragColor, output.Position}; return tint_symbol_6; } struct tint_symbol_4 { float4 fragColor : TEXCOORD0; }; struct tint_symbol_5 { float4 value : SV_Target0; }; tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) { const float4 fragColor = tint_symbol_3.fragColor; const tint_symbol_5 tint_symbol_7 = {fragColor}; return tint_symbol_7; }