void trunc_eb83df() { float res = trunc(1.0f); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { trunc_eb83df(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { trunc_eb83df(); return; } [numthreads(1, 1, 1)] void compute_main() { trunc_eb83df(); return; }