#include using namespace metal; struct VertexOutputs { int loc0; uint loc1; float loc2; float4 loc3; float4 position; half loc4; half3 loc5; }; struct tint_symbol_1 { int loc0 [[user(locn0)]] [[flat]]; uint loc1 [[user(locn1)]] [[flat]]; float loc2 [[user(locn2)]]; float4 loc3 [[user(locn3)]]; half loc4 [[user(locn4)]]; half3 loc5 [[user(locn5)]]; float4 position [[position]]; }; VertexOutputs tint_symbol_inner() { VertexOutputs const tint_symbol_2 = VertexOutputs{.loc0=1, .loc1=1u, .loc2=1.0f, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f), .position=float4(0.0f), .loc4=2.25h, .loc5=half3(3.0h, 5.0h, 8.0h)}; return tint_symbol_2; } vertex tint_symbol_1 tint_symbol() { VertexOutputs const inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = {}; wrapper_result.loc0 = inner_result.loc0; wrapper_result.loc1 = inner_result.loc1; wrapper_result.loc2 = inner_result.loc2; wrapper_result.loc3 = inner_result.loc3; wrapper_result.position = inner_result.position; wrapper_result.loc4 = inner_result.loc4; wrapper_result.loc5 = inner_result.loc5; return wrapper_result; }