void isNormal_b00ab1() { uint2 tint_isnormal_exponent = asuint(float2(0.0f, 0.0f)) & 0x7f80000; uint2 tint_isnormal_clamped = clamp(tint_isnormal_exponent, 0x0080000, 0x7f00000); bool2 res = (tint_isnormal_clamped == tint_isnormal_exponent); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { isNormal_b00ab1(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { isNormal_b00ab1(); return; } [numthreads(1, 1, 1)] void compute_main() { isNormal_b00ab1(); return; }