#include using namespace metal; int4 textureLoad2d(texture2d tint_symbol, int2 coords, int level) { return tint_symbol.read(uint2(coords), level); } void doTextureLoad(texture2d tint_symbol_2) { int4 res = textureLoad2d(tint_symbol_2, int2(0), 0); } struct tint_symbol_1 { float4 value [[position]]; }; float4 vertex_main_inner(texture2d tint_symbol_3) { doTextureLoad(tint_symbol_3); return float4(0.0f); } vertex tint_symbol_1 vertex_main(texture2d tint_symbol_4 [[texture(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_4); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture2d tint_symbol_5 [[texture(0)]]) { doTextureLoad(tint_symbol_5); return; } kernel void compute_main(texture2d tint_symbol_6 [[texture(0)]]) { doTextureLoad(tint_symbol_6); return; }