#include using namespace metal; void textureStore_bedbfc(texture3d tint_symbol_1) { int3 arg_1 = int3(1); float4 arg_2 = float4(1.0f); tint_symbol_1.write(arg_2, uint3(arg_1)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture3d tint_symbol_2) { textureStore_bedbfc(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(texture3d tint_symbol_3 [[texture(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(texture3d tint_symbol_4 [[texture(0)]]) { textureStore_bedbfc(tint_symbol_4); return; } kernel void compute_main(texture3d tint_symbol_5 [[texture(0)]]) { textureStore_bedbfc(tint_symbol_5); return; }