#include using namespace metal; float4 tint_acosh(float4 x) { return select(acosh(x), float4(0.0f), (x < float4(1.0f))); } void acosh_d51ccb() { float4 arg_0 = float4(1.54308068752288818359f); float4 res = tint_acosh(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { acosh_d51ccb(); return float4(0.0f); } vertex tint_symbol vertex_main() { float4 const inner_result = vertex_main_inner(); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main() { acosh_d51ccb(); return; } kernel void compute_main() { acosh_d51ccb(); return; }