#include <metal_stdlib> using namespace metal; struct FragmentInputs0 { float4 position; int loc0; }; struct FragmentInputs1 { float4 loc3; uint sample_mask; }; struct tint_symbol_4 { int loc0 [[user(locn0)]]; uint loc1 [[user(locn1)]]; float loc2 [[user(locn2)]]; float4 loc3 [[user(locn3)]]; }; fragment void tint_symbol(float4 tint_symbol_2 [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint tint_symbol_3 [[sample_mask]], tint_symbol_4 tint_symbol_1 [[stage_in]]) { FragmentInputs0 const inputs0 = {.position=tint_symbol_2, .loc0=tint_symbol_1.loc0}; uint const loc1 = tint_symbol_1.loc1; FragmentInputs1 const inputs1 = {.loc3=tint_symbol_1.loc3, .sample_mask=tint_symbol_3}; float const loc2 = tint_symbol_1.loc2; if (front_facing) { float4 const foo = inputs0.position; uint const bar = (sample_index + inputs1.sample_mask); int const i = inputs0.loc0; uint const u = loc1; float const f = loc2; float4 const v = inputs1.loc3; } return; }