#include using namespace metal; void select_c4a4ef(device uint4* const tint_symbol_1) { uint4 arg_0 = uint4(1u); uint4 arg_1 = uint4(1u); bool4 arg_2 = bool4(true); uint4 res = select(arg_0, arg_1, arg_2); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device uint4* const tint_symbol_2) { select_c4a4ef(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device uint4* tint_symbol_3 [[buffer(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(device uint4* tint_symbol_4 [[buffer(0)]]) { select_c4a4ef(tint_symbol_4); return; } kernel void compute_main(device uint4* tint_symbol_5 [[buffer(0)]]) { select_c4a4ef(tint_symbol_5); return; }