#include using namespace metal; void trunc_eb83df() { float arg_0 = 1.5f; float res = trunc(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { trunc_eb83df(); 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() { trunc_eb83df(); return; } kernel void compute_main() { trunc_eb83df(); return; }