#include using namespace metal; struct tint_symbol_1 { /* 0x0000 */ uint4 buffer_size[1]; }; struct SB_RO { /* 0x0000 */ int arg_0[1]; }; struct tint_symbol { float4 value [[position]]; }; void arrayLength_1588cd(constant tint_symbol_1& tint_symbol_2) { uint res = ((tint_symbol_2.buffer_size[0u][0u] - 0u) / 4u); } float4 vertex_main_inner(constant tint_symbol_1& tint_symbol_2) { arrayLength_1588cd(tint_symbol_2); return float4(); } vertex tint_symbol vertex_main(constant tint_symbol_1& tint_symbol_2 [[buffer(30)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_2); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(constant tint_symbol_1& tint_symbol_2 [[buffer(30)]]) { arrayLength_1588cd(tint_symbol_2); return; } kernel void compute_main(constant tint_symbol_1& tint_symbol_2 [[buffer(30)]]) { arrayLength_1588cd(tint_symbol_2); return; }