struct VertexOutput { [[builtin(position)]] member: vec4; }; var aPosition1: vec2; var gl_Position: vec4; fn main1() { let e2: vec2 = aPosition1; gl_Position = vec4(e2, f32(0), f32(1)); return; } [[stage(vertex)]] fn main([[location(0)]] aPosition: vec2) -> VertexOutput { aPosition1 = aPosition; main1(); let e5: vec4 = gl_Position; return VertexOutput(e5); }