#include using namespace metal; void textureStore_e0b666(texture1d tint_symbol_1) { tint_symbol_1.write(float4(1.0f), uint(1)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture1d tint_symbol_2) { textureStore_e0b666(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(texture1d 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(texture1d tint_symbol_4 [[texture(0)]]) { textureStore_e0b666(tint_symbol_4); return; } kernel void compute_main(texture1d tint_symbol_5 [[texture(0)]]) { textureStore_e0b666(tint_symbol_5); return; }