#include using namespace metal; struct tint_array_wrapper { /* 0x0000 */ float4x4 arr[2]; }; struct strided_arr { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ strided_arr arr[4]; }; struct LeftOver { /* 0x0000 */ float4x4 worldViewProjection; /* 0x0040 */ float time; /* 0x0044 */ int8_t tint_pad_1[12]; /* 0x0050 */ tint_array_wrapper test2; /* 0x00d0 */ tint_array_wrapper_1 test; }; void main_1(thread float3* const tint_symbol_5, const constant LeftOver* const tint_symbol_6, thread float4* const tint_symbol_7, thread float2* const tint_symbol_8, thread float2* const tint_symbol_9) { float4 q = 0.0f; float3 p = 0.0f; float3 const x_13 = *(tint_symbol_5); q = float4(x_13[0], x_13[1], x_13[2], 1.0f); float4 const x_21 = q; p = float3(x_21[0], x_21[1], x_21[2]); float const x_27 = p[0]; float const x_41 = (*(tint_symbol_6)).test.arr[0].el; float const x_45 = (*(tint_symbol_5))[1]; float const x_49 = (*(tint_symbol_6)).time; p[0] = (x_27 + sin(((x_41 * x_45) + x_49))); float const x_55 = p[1]; float const x_57 = (*(tint_symbol_6)).time; p[1] = (x_55 + sin((x_57 + 4.0f))); float4x4 const x_69 = (*(tint_symbol_6)).worldViewProjection; float3 const x_70 = p; *(tint_symbol_7) = (x_69 * float4(x_70[0], x_70[1], x_70[2], 1.0f)); float2 const x_83 = *(tint_symbol_8); *(tint_symbol_9) = x_83; float const x_87 = (*(tint_symbol_7))[1]; (*(tint_symbol_7))[1] = (x_87 * -1.0f); return; } struct main_out { float4 gl_Position; float2 vUV_1; }; struct tint_symbol_2 { float3 position_param [[attribute(0)]]; float3 normal_param [[attribute(1)]]; float2 uv_param [[attribute(2)]]; }; struct tint_symbol_3 { float2 vUV_1 [[user(locn0)]]; float4 gl_Position [[position]]; }; main_out tint_symbol_inner(float3 position_param, float2 uv_param, float3 normal_param, thread float3* const tint_symbol_10, thread float2* const tint_symbol_11, thread float3* const tint_symbol_12, const constant LeftOver* const tint_symbol_13, thread float4* const tint_symbol_14, thread float2* const tint_symbol_15) { *(tint_symbol_10) = position_param; *(tint_symbol_11) = uv_param; *(tint_symbol_12) = normal_param; main_1(tint_symbol_10, tint_symbol_13, tint_symbol_14, tint_symbol_11, tint_symbol_15); main_out const tint_symbol_4 = {.gl_Position=*(tint_symbol_14), .vUV_1=*(tint_symbol_15)}; return tint_symbol_4; } vertex tint_symbol_3 tint_symbol(const constant LeftOver* tint_symbol_19 [[buffer(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { thread float3 tint_symbol_16 = 0.0f; thread float2 tint_symbol_17 = 0.0f; thread float3 tint_symbol_18 = 0.0f; thread float4 tint_symbol_20 = 0.0f; thread float2 tint_symbol_21 = 0.0f; main_out const inner_result = tint_symbol_inner(tint_symbol_1.position_param, tint_symbol_1.uv_param, tint_symbol_1.normal_param, &(tint_symbol_16), &(tint_symbol_17), &(tint_symbol_18), tint_symbol_19, &(tint_symbol_20), &(tint_symbol_21)); tint_symbol_3 wrapper_result = {}; wrapper_result.gl_Position = inner_result.gl_Position; wrapper_result.vUV_1 = inner_result.vUV_1; return wrapper_result; }