#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void ignore_e0187b(depth2d tint_symbol_1) { (void) tint_symbol_1; } float4 vertex_main_inner(depth2d tint_symbol_2) { ignore_e0187b(tint_symbol_2); return float4(); } vertex tint_symbol vertex_main(depth2d 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(depth2d tint_symbol_4 [[texture(0)]]) { ignore_e0187b(tint_symbol_4); return; } kernel void compute_main(depth2d tint_symbol_5 [[texture(0)]]) { ignore_e0187b(tint_symbol_5); return; }