#include using namespace metal; struct main_out { float4 gl_Position; float4 frag_color_1; }; struct tint_symbol_2 { float4 position_param [[attribute(0)]]; }; struct tint_symbol_3 { float4 frag_color_1 [[user(locn1)]]; float4 gl_Position [[position]]; }; void main_1(thread float4* const tint_symbol_5, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { float4 const x_21 = *(tint_symbol_5); *(tint_symbol_6) = x_21; float4 const x_23 = *(tint_symbol_5); *(tint_symbol_7) = (x_23 * 0.5f); return; } main_out tint_symbol_inner(float4 position_param, thread float4* const tint_symbol_8, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10) { *(tint_symbol_8) = position_param; main_1(tint_symbol_8, tint_symbol_9, tint_symbol_10); main_out const tint_symbol_4 = {.gl_Position=*(tint_symbol_9), .frag_color_1=*(tint_symbol_10)}; return tint_symbol_4; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { thread float4 tint_symbol_11 = 0.0f; thread float4 tint_symbol_12 = 0.0f; thread float4 tint_symbol_13 = 0.0f; main_out const inner_result = tint_symbol_inner(tint_symbol_1.position_param, &(tint_symbol_11), &(tint_symbol_12), &(tint_symbol_13)); tint_symbol_3 wrapper_result = {}; wrapper_result.gl_Position = inner_result.gl_Position; wrapper_result.frag_color_1 = inner_result.frag_color_1; return wrapper_result; }