#include <metal_stdlib>

using namespace metal;
int3 tint_first_leading_bit(int3 v) {
  uint3 x = select(uint3(v), uint3(~(v)), (v < int3(0)));
  uint3 const b16 = select(uint3(0u), uint3(16u), bool3((x & uint3(4294901760u))));
  x = (x >> b16);
  uint3 const b8 = select(uint3(0u), uint3(8u), bool3((x & uint3(65280u))));
  x = (x >> b8);
  uint3 const b4 = select(uint3(0u), uint3(4u), bool3((x & uint3(240u))));
  x = (x >> b4);
  uint3 const b2 = select(uint3(0u), uint3(2u), bool3((x & uint3(12u))));
  x = (x >> b2);
  uint3 const b1 = select(uint3(0u), uint3(1u), bool3((x & uint3(2u))));
  uint3 const is_zero = select(uint3(0u), uint3(4294967295u), (x == uint3(0u)));
  return int3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}

void firstLeadingBit_35053e() {
  int3 arg_0 = int3(1);
  int3 res = tint_first_leading_bit(arg_0);
}

struct tint_symbol {
  float4 value [[position]];
};

float4 vertex_main_inner() {
  firstLeadingBit_35053e();
  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() {
  firstLeadingBit_35053e();
  return;
}

kernel void compute_main() {
  firstLeadingBit_35053e();
  return;
}