#include using namespace metal; void normalize_b8cb8d() { half4 res = half4(0.5h); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { normalize_b8cb8d(); return float4(0.0f); } vertex tint_symbol vertex_main() { float4 const inner_result = vertex_main_inner(); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main() { normalize_b8cb8d(); return; } kernel void compute_main() { normalize_b8cb8d(); return; }