#include using namespace metal; struct tint_array_wrapper { float arr[3]; }; struct main_out { float x_1_1; float x_1_2; float x_1_3; float4 x_2_1; }; struct tint_symbol_1 { float x_1_1 [[user(locn4)]]; float x_1_2 [[user(locn5)]]; float x_1_3 [[user(locn6)]]; float4 x_2_1 [[position]]; }; void main_1() { return; } main_out tint_symbol_inner(thread tint_array_wrapper* const tint_symbol_3, thread float4* const tint_symbol_4) { main_1(); main_out const tint_symbol_2 = {.x_1_1=(*(tint_symbol_3)).arr[0], .x_1_2=(*(tint_symbol_3)).arr[1], .x_1_3=(*(tint_symbol_3)).arr[2], .x_2_1=*(tint_symbol_4)}; return tint_symbol_2; } vertex tint_symbol_1 tint_symbol() { thread tint_array_wrapper tint_symbol_5 = {}; thread float4 tint_symbol_6 = 0.0f; main_out const inner_result = tint_symbol_inner(&(tint_symbol_5), &(tint_symbol_6)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_1_1 = inner_result.x_1_1; wrapper_result.x_1_2 = inner_result.x_1_2; wrapper_result.x_1_3 = inner_result.x_1_3; wrapper_result.x_2_1 = inner_result.x_2_1; return wrapper_result; }