#include using namespace metal; struct FragmentInput { float2 vUv; }; struct FragmentOutput { float4 color; }; struct tint_symbol_2 { float2 vUv [[user(locn2)]]; }; struct tint_symbol_3 { float4 color [[color(0)]]; }; FragmentOutput tint_symbol_inner(FragmentInput fIn, depth2d tint_symbol_5, sampler tint_symbol_6) { float const sample = tint_symbol_5.sample(tint_symbol_6, fIn.vUv); float3 const color = float3(sample, sample, sample); FragmentOutput fOut = {}; fOut.color = float4(color, 1.0f); return fOut; } fragment tint_symbol_3 tint_symbol(depth2d tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { FragmentInput const tint_symbol_4 = {.vUv=tint_symbol_1.vUv}; FragmentOutput const inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_7, tint_symbol_8); tint_symbol_3 wrapper_result = {}; wrapper_result.color = inner_result.color; return wrapper_result; }