#include using namespace metal; half2 tint_radians(half2 param_0) { return param_0 * 0.017453292519943295474; } void radians_fbacf0() { half2 res = tint_radians(half2(1.0h)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { radians_fbacf0(); return float4(0.0f); } vertex tint_symbol vertex_main() { float4 const inner_result = vertex_main_inner(); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main() { radians_fbacf0(); return; } kernel void compute_main() { radians_fbacf0(); return; }