#include using namespace metal; float3 tint_acosh(float3 x) { return select(acosh(x), float3(0.0f), (x < float3(1.0f))); } void acosh_e38f5c() { float3 arg_0 = float3(1.54308068752288818359f); float3 res = tint_acosh(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { acosh_e38f5c(); 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() { acosh_e38f5c(); return; } kernel void compute_main() { acosh_e38f5c(); return; }