#include using namespace metal; struct VertexInputs0 { uint vertex_index; int loc0; }; struct VertexInputs1 { float loc2; float4 loc3; half3 loc5; }; struct tint_symbol_2 { int loc0 [[attribute(0)]]; uint loc1 [[attribute(1)]]; float loc2 [[attribute(2)]]; float4 loc3 [[attribute(3)]]; half loc4 [[attribute(4)]]; half3 loc5 [[attribute(5)]]; }; struct tint_symbol_3 { float4 value [[position]]; }; float4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, half loc4) { uint const foo = (inputs0.vertex_index + instance_index); int const i = inputs0.loc0; uint const u = loc1; float const f = inputs1.loc2; float4 const v = inputs1.loc3; half const x = loc4; half3 const y = inputs1.loc5; return float4(0.0f); } vertex tint_symbol_3 tint_symbol(uint vertex_index [[vertex_id]], uint instance_index [[instance_id]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { VertexInputs0 const tint_symbol_4 = {.vertex_index=vertex_index, .loc0=tint_symbol_1.loc0}; VertexInputs1 const tint_symbol_5 = {.loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3, .loc5=tint_symbol_1.loc5}; float4 const inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, instance_index, tint_symbol_5, tint_symbol_1.loc4); tint_symbol_3 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; }