#include using namespace metal; float4 tint_atanh(float4 x) { return select(atanh(x), float4(0.0f), (x >= float4(1.0f))); } void atanh_f3e01b() { float4 res = tint_atanh(float4(1.0f)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { atanh_f3e01b(); return float4(0.0f); } vertex tint_symbol vertex_main() { float4 const inner_result = vertex_main_inner(); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main() { atanh_f3e01b(); return; } kernel void compute_main() { atanh_f3e01b(); return; }