#include using namespace metal; struct vertex_main_out { float4 tint_symbol_1_1; }; struct tint_symbol_3 { float4 tint_symbol_1_1 [[position]]; }; void textureLoad_6273b1(depth2d_ms tint_symbol_6) { float res = 0.0f; float4 const x_17 = float4(tint_symbol_6.read(uint2(int2(0, 0)), 1), 0.0f, 0.0f, 0.0f); res = x_17.x; return; } void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_7) { *(tint_symbol_7) = tint_symbol; return; } void vertex_main_1(depth2d_ms tint_symbol_8, thread float4* const tint_symbol_9) { textureLoad_6273b1(tint_symbol_8); tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_9); return; } vertex tint_symbol_3 vertex_main(depth2d_ms tint_symbol_10 [[texture(0)]]) { thread float4 tint_symbol_11 = float4(0.0f, 0.0f, 0.0f, 0.0f); vertex_main_1(tint_symbol_10, &(tint_symbol_11)); vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=tint_symbol_11}; tint_symbol_3 const tint_symbol_5 = {.tint_symbol_1_1=tint_symbol_4.tint_symbol_1_1}; return tint_symbol_5; } void fragment_main_1(depth2d_ms tint_symbol_12) { textureLoad_6273b1(tint_symbol_12); return; } fragment void fragment_main(depth2d_ms tint_symbol_13 [[texture(0)]]) { fragment_main_1(tint_symbol_13); return; } void compute_main_1(depth2d_ms tint_symbol_14) { textureLoad_6273b1(tint_symbol_14); return; } kernel void compute_main(depth2d_ms tint_symbol_15 [[texture(0)]]) { compute_main_1(tint_symbol_15); return; }