#include using namespace metal; void refract_cbc1d2(device packed_float3* const tint_symbol_1) { float3 res = float3(-5.0f); *(tint_symbol_1) = packed_float3(res); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device packed_float3* const tint_symbol_2) { refract_cbc1d2(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device packed_float3* 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 packed_float3* tint_symbol_4 [[buffer(0)]]) { refract_cbc1d2(tint_symbol_4); return; } kernel void compute_main(device packed_float3* tint_symbol_5 [[buffer(0)]]) { refract_cbc1d2(tint_symbol_5); return; }