#include using namespace metal; struct FragmentOutputs { int loc0; float frag_depth; uint loc1; float loc2; uint sample_mask; float4 loc3; }; struct tint_symbol_1 { int loc0 [[color(0)]]; uint loc1 [[color(1)]]; float loc2 [[color(2)]]; float4 loc3 [[color(3)]]; float frag_depth [[depth(any)]]; uint sample_mask [[sample_mask]]; }; FragmentOutputs tint_symbol_inner() { FragmentOutputs const tint_symbol_2 = {.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol() { FragmentOutputs const inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = {}; wrapper_result.loc0 = inner_result.loc0; wrapper_result.frag_depth = inner_result.frag_depth; wrapper_result.loc1 = inner_result.loc1; wrapper_result.loc2 = inner_result.loc2; wrapper_result.sample_mask = inner_result.sample_mask; wrapper_result.loc3 = inner_result.loc3; return wrapper_result; }