#include <metal_stdlib>

using namespace metal;
struct tint_symbol {
  float4 value [[position]];
};

void textureDimensions_214dd4(texture3d<int, access::write> tint_symbol_1) {
  int3 res = int3(tint_symbol_1.get_width(), tint_symbol_1.get_height(), tint_symbol_1.get_depth());
}

float4 vertex_main_inner(texture3d<int, access::write> tint_symbol_2) {
  textureDimensions_214dd4(tint_symbol_2);
  return float4();
}

vertex tint_symbol vertex_main(texture3d<int, 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(texture3d<int, access::write> tint_symbol_4 [[texture(0)]]) {
  textureDimensions_214dd4(tint_symbol_4);
  return;
}

kernel void compute_main(texture3d<int, access::write> tint_symbol_5 [[texture(0)]]) {
  textureDimensions_214dd4(tint_symbol_5);
  return;
}