#include using namespace metal; int vec4f() { return 0; } float vec2f(int i) { return float(i); } bool vec2i(float f) { return bool(f); } struct tint_symbol_1 { float4 value [[position]]; }; float4 tint_symbol_inner(uint VertexIndex) { float4 const tint_symbol_2 = float4(0.0f); float4 const tint_symbol_3 = float4(1.0f); int const tint_symbol_4 = vec4f(); float const tint_symbol_5 = vec2f(tint_symbol_4); bool const tint_symbol_6 = vec2i(tint_symbol_5); return select(tint_symbol_2, tint_symbol_3, tint_symbol_6); } vertex tint_symbol_1 tint_symbol(uint VertexIndex [[vertex_id]]) { float4 const inner_result = tint_symbol_inner(VertexIndex); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; }