#include <metal_stdlib> using namespace metal; void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) { float res = 0.0f; float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0)), 1), 0.0f, 0.0f, 0.0f); res = x_17[0]; return; } void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) { *(tint_symbol_6) = tint_symbol; return; } void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) { textureLoad_6273b1(tint_symbol_7); tint_symbol_2(float4(0.0f), tint_symbol_8); return; } struct vertex_main_out { float4 tint_symbol_1_1; }; struct tint_symbol_3 { float4 tint_symbol_1_1 [[position]]; }; vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) { vertex_main_1(tint_symbol_9, tint_symbol_10); vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)}; return tint_symbol_4; } vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) { thread float4 tint_symbol_12 = float4(0.0f); vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12)); tint_symbol_3 wrapper_result = {}; wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; return wrapper_result; } void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) { textureLoad_6273b1(tint_symbol_13); return; } fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) { fragment_main_1(tint_symbol_14); return; } void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) { textureLoad_6273b1(tint_symbol_15); return; } kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) { compute_main_1(tint_symbol_16); return; }