#include using namespace metal; void textureLoad_bcbb3c(texture3d tint_symbol_1, device float4* const tint_symbol_2) { float4 res = tint_symbol_1.read(uint3(uint3(1u)), 1); *(tint_symbol_2) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture3d tint_symbol_3, device float4* const tint_symbol_4) { textureLoad_bcbb3c(tint_symbol_3, tint_symbol_4); return float4(0.0f); } vertex tint_symbol vertex_main(texture3d tint_symbol_5 [[texture(0)]], device float4* tint_symbol_6 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture3d tint_symbol_7 [[texture(0)]], device float4* tint_symbol_8 [[buffer(0)]]) { textureLoad_bcbb3c(tint_symbol_7, tint_symbol_8); return; } kernel void compute_main(texture3d tint_symbol_9 [[texture(0)]], device float4* tint_symbol_10 [[buffer(0)]]) { textureLoad_bcbb3c(tint_symbol_9, tint_symbol_10); return; }