var<private> gl_Position : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
fn main_1() {
return;
}
struct main_out {
[[builtin(position)]]
gl_Position : vec4<f32>;
};
[[stage(vertex)]]
fn main() -> main_out {
main_1();
return main_out(gl_Position);