#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureDimensions_bdf2ee(depthcube_array tint_symbol_2) { int3 res = int3(tint_symbol_2.get_width(), tint_symbol_2.get_height(), tint_symbol_2.get_height()); } vertex tint_symbol vertex_main(depthcube_array tint_symbol_3 [[texture(0)]]) { textureDimensions_bdf2ee(tint_symbol_3); tint_symbol const tint_symbol_1 = {.value=float4()}; return tint_symbol_1; } fragment void fragment_main(depthcube_array tint_symbol_4 [[texture(0)]]) { textureDimensions_bdf2ee(tint_symbol_4); return; } kernel void compute_main(depthcube_array tint_symbol_5 [[texture(0)]]) { textureDimensions_bdf2ee(tint_symbol_5); return; }