#include <metal_stdlib> using namespace metal; void textureStore_0c3dff(texture2d<uint, access::write> tint_symbol_1) { tint_symbol_1.write(uint4(), uint2(int2())); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture2d<uint, access::write> tint_symbol_2) { textureStore_0c3dff(tint_symbol_2); return float4(); } vertex tint_symbol vertex_main(texture2d<uint, access::write> tint_symbol_3 [[texture(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(texture2d<uint, access::write> tint_symbol_4 [[texture(0)]]) { textureStore_0c3dff(tint_symbol_4); return; } kernel void compute_main(texture2d<uint, access::write> tint_symbol_5 [[texture(0)]]) { textureStore_0c3dff(tint_symbol_5); return; }