#include using namespace metal; struct Uniforms { /* 0x0000 */ float4x4 modelViewProjectionMatrix; }; struct VertexInput { float4 cur_position; float4 color; }; struct VertexOutput { float4 vtxFragColor; float4 Position; }; struct tint_symbol_1 { float4 cur_position [[attribute(0)]]; float4 color [[attribute(1)]]; }; struct tint_symbol_2 { float4 vtxFragColor [[user(locn0)]]; float4 Position [[position]]; }; struct tint_symbol_4 { float4 fragColor [[user(locn0)]]; }; struct tint_symbol_5 { float4 value [[color(0)]]; }; VertexOutput vtx_main_inner(constant Uniforms& uniforms, VertexInput input) { VertexOutput output = {}; output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position); output.vtxFragColor = input.color; return output; } vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) { VertexInput const tint_symbol_6 = {.cur_position=tint_symbol.cur_position, .color=tint_symbol.color}; VertexOutput const inner_result = vtx_main_inner(uniforms, tint_symbol_6); tint_symbol_2 wrapper_result = {}; wrapper_result.vtxFragColor = inner_result.vtxFragColor; wrapper_result.Position = inner_result.Position; return wrapper_result; } float4 frag_main_inner(float4 fragColor) { return fragColor; } fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) { float4 const inner_result_1 = frag_main_inner(tint_symbol_3.fragColor); tint_symbol_5 wrapper_result_1 = {}; wrapper_result_1.value = inner_result_1; return wrapper_result_1; }