#include using namespace metal; template inline vec operator*(matrix lhs, packed_vec rhs) { return lhs * vec(rhs); } template inline vec operator*(packed_vec lhs, matrix rhs) { return vec(lhs) * rhs; } template struct tint_array { const constant T& operator[](size_t i) const constant { return elements[i]; } device T& operator[](size_t i) device { return elements[i]; } const device T& operator[](size_t i) const device { return elements[i]; } thread T& operator[](size_t i) thread { return elements[i]; } const thread T& operator[](size_t i) const thread { return elements[i]; } threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } T elements[N]; }; struct Inner { /* 0x0000 */ int x; }; struct S { /* 0x0000 */ packed_int3 a; /* 0x000c */ int b; /* 0x0010 */ packed_uint3 c; /* 0x001c */ uint d; /* 0x0020 */ packed_float3 e; /* 0x002c */ float f; /* 0x0030 */ float2x3 g; /* 0x0050 */ float3x2 h; /* 0x0068 */ Inner i; /* 0x006c */ tint_array j; /* 0x007c */ tint_array tint_pad; }; kernel void tint_symbol(device S* tint_symbol_3 [[buffer(0)]]) { (*(tint_symbol_3)).a = int3(0); (*(tint_symbol_3)).b = 0; (*(tint_symbol_3)).c = uint3(0u); (*(tint_symbol_3)).d = 0u; (*(tint_symbol_3)).e = float3(0.0f); (*(tint_symbol_3)).f = 0.0f; (*(tint_symbol_3)).g = float2x3(float3(0.0f), float3(0.0f)); (*(tint_symbol_3)).h = float3x2(float2(0.0f), float2(0.0f), float2(0.0f)); Inner const tint_symbol_1 = {}; (*(tint_symbol_3)).i = tint_symbol_1; tint_array const tint_symbol_2 = tint_array{}; (*(tint_symbol_3)).j = tint_symbol_2; return; }