#include using namespace metal; struct main_out { float4 x_1_1; float4 x_1_2; float4 x_2_1; }; struct tint_symbol_1 { float4 x_1_1 [[user(locn9)]]; float4 x_1_2 [[user(locn10)]]; float4 x_2_1 [[position]]; }; void main_1() { return; } main_out tint_symbol_inner(thread float2x4* const tint_symbol_3, thread float4* const tint_symbol_4) { main_1(); main_out const tint_symbol_2 = {.x_1_1=(*(tint_symbol_3))[0], .x_1_2=(*(tint_symbol_3))[1], .x_2_1=*(tint_symbol_4)}; return tint_symbol_2; } vertex tint_symbol_1 tint_symbol() { thread float2x4 tint_symbol_5 = float2x4(0.0f); thread float4 tint_symbol_6 = 0.0f; main_out const inner_result = tint_symbol_inner(&(tint_symbol_5), &(tint_symbol_6)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_1_1 = inner_result.x_1_1; wrapper_result.x_1_2 = inner_result.x_1_2; wrapper_result.x_2_1 = inner_result.x_2_1; return wrapper_result; }