#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_6, thread float4* const tint_symbol_7, thread float4* const tint_symbol_8) { float4 const x_21 = *(tint_symbol_6); *(tint_symbol_7) = x_21; float4 const x_23 = *(tint_symbol_6); *(tint_symbol_8) = (x_23 * 0.5f); return; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { thread float4 tint_symbol_9 = 0.0f; thread float4 tint_symbol_10 = 0.0f; thread float4 tint_symbol_11 = 0.0f; float4 const position_param = tint_symbol_1.position_param; tint_symbol_9 = position_param; main_1(&(tint_symbol_9), &(tint_symbol_10), &(tint_symbol_11)); main_out const tint_symbol_4 = {.gl_Position=tint_symbol_10, .frag_color_1=tint_symbol_11}; tint_symbol_3 const tint_symbol_5 = {.frag_color_1=tint_symbol_4.frag_color_1, .gl_Position=tint_symbol_4.gl_Position}; return tint_symbol_5; }