#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void ignore_ad88be(depthcube_array tint_symbol_2) { (void) tint_symbol_2; } vertex tint_symbol vertex_main(depthcube_array tint_symbol_3 [[texture(0)]]) { ignore_ad88be(tint_symbol_3); tint_symbol const tint_symbol_1 = {.value=float4()}; return tint_symbol_1; } fragment void fragment_main(depthcube_array tint_symbol_4 [[texture(0)]]) { ignore_ad88be(tint_symbol_4); return; } kernel void compute_main(depthcube_array tint_symbol_5 [[texture(0)]]) { ignore_ad88be(tint_symbol_5); return; }