#include using namespace metal; void smoothstep_aad1db(device packed_float3* const tint_symbol_1) { float3 arg_0 = float3(2.0f); float3 arg_1 = float3(4.0f); float3 arg_2 = float3(3.0f); float3 res = smoothstep(arg_0, arg_1, arg_2); *(tint_symbol_1) = packed_float3(res); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device packed_float3* const tint_symbol_2) { smoothstep_aad1db(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device packed_float3* tint_symbol_3 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(device packed_float3* tint_symbol_4 [[buffer(0)]]) { smoothstep_aad1db(tint_symbol_4); return; } kernel void compute_main(device packed_float3* tint_symbol_5 [[buffer(0)]]) { smoothstep_aad1db(tint_symbol_5); return; }