RWTexture2D tex : register(u0, space0); struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { const float4 value = float4(1.0f, 2.0f, 3.0f, 4.0f); tex[int2(9, 8)] = value; 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; }