#include using namespace metal; void transpose_5f36bf(device half3x4* const tint_symbol_1) { half3x4 res = half3x4(half4(1.0h), half4(1.0h), half4(1.0h)); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device half3x4* const tint_symbol_2) { transpose_5f36bf(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device half3x4* tint_symbol_3 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(device half3x4* tint_symbol_4 [[buffer(0)]]) { transpose_5f36bf(tint_symbol_4); return; } kernel void compute_main(device half3x4* tint_symbol_5 [[buffer(0)]]) { transpose_5f36bf(tint_symbol_5); return; }