1var<private> gl_Position : vec4<f32>;
2
3fn main_1() {
4  gl_Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
5  return;
6}
7
8struct main_out {
9  [[builtin(position)]]
10  gl_Position : vec4<f32>;
11};
12
13[[stage(vertex)]]
14fn main() -> main_out {
15  main_1();
16  return main_out(gl_Position);
17}
18