#include using namespace metal; uint4 tint_clamp(uint4 e, uint4 low, uint4 high) { return min(max(e, low), high); } void clamp_bd43ce() { uint4 arg_0 = uint4(1u); uint4 arg_1 = uint4(1u); uint4 arg_2 = uint4(1u); uint4 res = tint_clamp(arg_0, arg_1, arg_2); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { clamp_bd43ce(); 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() { clamp_bd43ce(); return; } kernel void compute_main() { clamp_bd43ce(); return; }