#include using namespace metal; struct FragmentInputs0 { float4 position; int loc0; }; struct FragmentInputs1 { float4 loc3; uint sample_mask; }; struct tint_symbol_2 { int loc0 [[user(locn0)]]; uint loc1 [[user(locn1)]]; float loc2 [[user(locn2)]]; float4 loc3 [[user(locn3)]]; float4 position [[position]]; bool front_facing [[front_facing]]; uint sample_index [[sample_id]]; uint sample_mask [[sample_mask]]; }; fragment void tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { FragmentInputs0 const inputs0 = {tint_symbol_1.position, tint_symbol_1.loc0}; bool const front_facing = tint_symbol_1.front_facing; uint const loc1 = tint_symbol_1.loc1; uint const sample_index = tint_symbol_1.sample_index; FragmentInputs1 const inputs1 = {tint_symbol_1.loc3, tint_symbol_1.sample_mask}; float const loc2 = tint_symbol_1.loc2; if (front_facing) { float4 const foo = inputs0.position; uint const bar = (sample_index + inputs1.sample_mask); int const i = inputs0.loc0; uint const u = loc1; float const f = loc2; float4 const v = inputs1.loc3; } return; }