void pack4x8snorm_4d22e7() { int4 tint_tmp = int4(round(clamp(float4(0.0f, 0.0f, 0.0f, 0.0f), -1.0, 1.0) * 127.0)) & 0xff; uint res = asuint(tint_tmp.x | tint_tmp.y << 8 | tint_tmp.z << 16 | tint_tmp.w << 24); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { pack4x8snorm_4d22e7(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { pack4x8snorm_4d22e7(); return; } [numthreads(1, 1, 1)] void compute_main() { pack4x8snorm_4d22e7(); return; }