#include using namespace metal; void trunc_eb83df(device float* const tint_symbol_1) { float res = 1.0f; *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device float* const tint_symbol_2) { trunc_eb83df(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device float* 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 float* tint_symbol_4 [[buffer(0)]]) { trunc_eb83df(tint_symbol_4); return; } kernel void compute_main(device float* tint_symbol_5 [[buffer(0)]]) { trunc_eb83df(tint_symbol_5); return; }