#include using namespace metal; int3 tint_insert_bits(int3 v, int3 n, uint offset, uint count) { uint const s = min(offset, 32u); uint const e = min(32u, (s + count)); return insert_bits(v, n, s, (e - s)); } void insertBits_428b0b(device packed_int3* const tint_symbol_1) { int3 arg_0 = int3(1); int3 arg_1 = int3(1); uint arg_2 = 1u; uint arg_3 = 1u; int3 res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3); *(tint_symbol_1) = packed_int3(res); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device packed_int3* const tint_symbol_2) { insertBits_428b0b(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device packed_int3* tint_symbol_3 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(device packed_int3* tint_symbol_4 [[buffer(0)]]) { insertBits_428b0b(tint_symbol_4); return; } kernel void compute_main(device packed_int3* tint_symbol_5 [[buffer(0)]]) { insertBits_428b0b(tint_symbol_5); return; }