#include using namespace metal; void determinant_32bfde() { half4x4 arg_0 = half4x4(half4(1.0h), half4(1.0h), half4(1.0h), half4(1.0h)); half res = determinant(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { determinant_32bfde(); 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() { determinant_32bfde(); return; } kernel void compute_main() { determinant_32bfde(); return; }