#include using namespace metal; template struct tint_array { const constant T& operator[](size_t i) const constant { return elements[i]; } device T& operator[](size_t i) device { return elements[i]; } const device T& operator[](size_t i) const device { return elements[i]; } thread T& operator[](size_t i) thread { return elements[i]; } const thread T& operator[](size_t i) const thread { return elements[i]; } threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } T elements[N]; }; struct Inner { /* 0x0000 */ int scalar_i32; /* 0x0004 */ float scalar_f32; }; struct S { /* 0x0000 */ float scalar_f32; /* 0x0004 */ int scalar_i32; /* 0x0008 */ uint scalar_u32; /* 0x000c */ tint_array tint_pad; /* 0x0010 */ float2 vec2_f32; /* 0x0018 */ int2 vec2_i32; /* 0x0020 */ uint2 vec2_u32; /* 0x0028 */ tint_array tint_pad_1; /* 0x0030 */ packed_float3 vec3_f32; /* 0x003c */ tint_array tint_pad_2; /* 0x0040 */ packed_int3 vec3_i32; /* 0x004c */ tint_array tint_pad_3; /* 0x0050 */ packed_uint3 vec3_u32; /* 0x005c */ tint_array tint_pad_4; /* 0x0060 */ float4 vec4_f32; /* 0x0070 */ int4 vec4_i32; /* 0x0080 */ uint4 vec4_u32; /* 0x0090 */ float2x2 mat2x2_f32; /* 0x00a0 */ float2x3 mat2x3_f32; /* 0x00c0 */ float2x4 mat2x4_f32; /* 0x00e0 */ float3x2 mat3x2_f32; /* 0x00f8 */ tint_array tint_pad_5; /* 0x0100 */ float3x3 mat3x3_f32; /* 0x0130 */ float3x4 mat3x4_f32; /* 0x0160 */ float4x2 mat4x2_f32; /* 0x0180 */ float4x3 mat4x3_f32; /* 0x01c0 */ float4x4 mat4x4_f32; /* 0x0200 */ tint_array arr2_vec3_f32; /* 0x0220 */ Inner struct_inner; /* 0x0228 */ tint_array array_struct_inner; /* 0x0248 */ tint_array tint_pad_6; }; kernel void tint_symbol(const device S* tint_symbol_1 [[buffer(0)]]) { float const scalar_f32 = (*(tint_symbol_1)).scalar_f32; int const scalar_i32 = (*(tint_symbol_1)).scalar_i32; uint const scalar_u32 = (*(tint_symbol_1)).scalar_u32; float2 const vec2_f32 = (*(tint_symbol_1)).vec2_f32; int2 const vec2_i32 = (*(tint_symbol_1)).vec2_i32; uint2 const vec2_u32 = (*(tint_symbol_1)).vec2_u32; float3 const vec3_f32 = float3((*(tint_symbol_1)).vec3_f32); int3 const vec3_i32 = int3((*(tint_symbol_1)).vec3_i32); uint3 const vec3_u32 = uint3((*(tint_symbol_1)).vec3_u32); float4 const vec4_f32 = (*(tint_symbol_1)).vec4_f32; int4 const vec4_i32 = (*(tint_symbol_1)).vec4_i32; uint4 const vec4_u32 = (*(tint_symbol_1)).vec4_u32; float2x2 const mat2x2_f32 = (*(tint_symbol_1)).mat2x2_f32; float2x3 const mat2x3_f32 = (*(tint_symbol_1)).mat2x3_f32; float2x4 const mat2x4_f32 = (*(tint_symbol_1)).mat2x4_f32; float3x2 const mat3x2_f32 = (*(tint_symbol_1)).mat3x2_f32; float3x3 const mat3x3_f32 = (*(tint_symbol_1)).mat3x3_f32; float3x4 const mat3x4_f32 = (*(tint_symbol_1)).mat3x4_f32; float4x2 const mat4x2_f32 = (*(tint_symbol_1)).mat4x2_f32; float4x3 const mat4x3_f32 = (*(tint_symbol_1)).mat4x3_f32; float4x4 const mat4x4_f32 = (*(tint_symbol_1)).mat4x4_f32; tint_array const arr2_vec3_f32 = (*(tint_symbol_1)).arr2_vec3_f32; Inner const struct_inner = (*(tint_symbol_1)).struct_inner; tint_array const array_struct_inner = (*(tint_symbol_1)).array_struct_inner; return; }