#include using namespace metal; void smoothstep_c43ebd(device half4* const tint_symbol_1) { half4 arg_0 = half4(2.0h); half4 arg_1 = half4(4.0h); half4 arg_2 = half4(3.0h); half4 res = smoothstep(arg_0, arg_1, arg_2); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device half4* const tint_symbol_2) { smoothstep_c43ebd(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device half4* 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 half4* tint_symbol_4 [[buffer(0)]]) { smoothstep_c43ebd(tint_symbol_4); return; } kernel void compute_main(device half4* tint_symbol_5 [[buffer(0)]]) { smoothstep_c43ebd(tint_symbol_5); return; }