35 lines
942 B
HLSL
35 lines
942 B
HLSL
struct VertexInputs0 {
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uint vertex_index;
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int loc0;
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};
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struct VertexInputs1 {
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float loc2;
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float4 loc3;
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};
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struct tint_symbol_1 {
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int loc0 : TEXCOORD0;
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uint loc1 : TEXCOORD1;
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float loc2 : TEXCOORD2;
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float4 loc3 : TEXCOORD3;
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uint vertex_index : SV_VertexID;
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uint instance_index : SV_InstanceID;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const VertexInputs0 inputs0 = {tint_symbol.vertex_index, tint_symbol.loc0};
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const uint loc1 = tint_symbol.loc1;
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const uint instance_index = tint_symbol.instance_index;
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const VertexInputs1 inputs1 = {tint_symbol.loc2, tint_symbol.loc3};
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const uint foo = (inputs0.vertex_index + instance_index);
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const int i = inputs0.loc0;
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const uint u = loc1;
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const float f = inputs1.loc2;
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const float4 v = inputs1.loc3;
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const tint_symbol_2 tint_symbol_3 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_3;
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}
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