struct VertexOutput { @builtin(position) member: vec4, } var aPosition_1: vec2; var gl_Position: vec4; fn main_1() { let _e2: vec2 = aPosition_1; gl_Position = vec4(_e2.x, _e2.y, f32(0), f32(1)); return; } @vertex fn main(@location(0) aPosition: vec2) -> VertexOutput { aPosition_1 = aPosition; main_1(); let _e5: vec4 = gl_Position; return VertexOutput(_e5); }