#include using namespace metal; struct tint_array_wrapper { /* 0x0000 */ float4x4 arr[2]; }; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element 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; }; 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]]; }; void main_1(constant LeftOver& x_14, thread float3* const tint_symbol_5, thread float4* const tint_symbol_6, thread float2* const tint_symbol_7, thread float2* const tint_symbol_8) { float4 q = 0.0f; float3 p = 0.0f; float3 const x_13 = *(tint_symbol_5); q = float4(x_13.x, x_13.y, x_13.z, 1.0f); float4 const x_21 = q; p = float3(x_21.x, x_21.y, x_21.z); float const x_27 = p.x; float const x_41 = x_14.test.arr[0].el; float const x_45 = (*(tint_symbol_5)).y; float const x_49 = x_14.time; p.x = (x_27 + sin(((x_41 * x_45) + x_49))); float const x_55 = p.y; float const x_57 = x_14.time; p.y = (x_55 + sin((x_57 + 4.0f))); float4x4 const x_69 = x_14.worldViewProjection; float3 const x_70 = p; *(tint_symbol_6) = (x_69 * float4(x_70.x, x_70.y, x_70.z, 1.0f)); float2 const x_83 = *(tint_symbol_7); *(tint_symbol_8) = x_83; float const x_87 = (*(tint_symbol_6)).y; (*(tint_symbol_6)).y = (x_87 * -1.0f); return; } main_out tint_symbol_inner(constant LeftOver& x_14, float3 position_param, float2 uv_param, float3 normal_param, thread float3* const tint_symbol_9, thread float2* const tint_symbol_10, thread float3* const tint_symbol_11, thread float4* const tint_symbol_12, thread float2* const tint_symbol_13) { *(tint_symbol_9) = position_param; *(tint_symbol_10) = uv_param; *(tint_symbol_11) = normal_param; main_1(x_14, tint_symbol_9, tint_symbol_12, tint_symbol_10, tint_symbol_13); main_out const tint_symbol_4 = {.gl_Position=*(tint_symbol_12), .vUV_1=*(tint_symbol_13)}; return tint_symbol_4; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]], constant LeftOver& x_14 [[buffer(0)]]) { thread float3 tint_symbol_14 = 0.0f; thread float2 tint_symbol_15 = 0.0f; thread float3 tint_symbol_16 = 0.0f; thread float4 tint_symbol_17 = 0.0f; thread float2 tint_symbol_18 = 0.0f; main_out const inner_result = tint_symbol_inner(x_14, tint_symbol_1.position_param, tint_symbol_1.uv_param, tint_symbol_1.normal_param, &(tint_symbol_14), &(tint_symbol_15), &(tint_symbol_16), &(tint_symbol_17), &(tint_symbol_18)); tint_symbol_3 wrapper_result = {}; wrapper_result.gl_Position = inner_result.gl_Position; wrapper_result.vUV_1 = inner_result.vUV_1; return wrapper_result; }