#include using namespace metal; void transpose_c1b600(device float4x4* const tint_symbol_1) { float4x4 arg_0 = float4x4(float4(1.0f), float4(1.0f), float4(1.0f), float4(1.0f)); float4x4 res = transpose(arg_0); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device float4x4* const tint_symbol_2) { transpose_c1b600(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device float4x4* 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 float4x4* tint_symbol_4 [[buffer(0)]]) { transpose_c1b600(tint_symbol_4); return; } kernel void compute_main(device float4x4* tint_symbol_5 [[buffer(0)]]) { transpose_c1b600(tint_symbol_5); return; }