#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureStore_c863be(texture2d_array tint_symbol_1) { tint_symbol_1.write(float4(), uint2(int2()), 1); } float4 vertex_main_inner(texture2d_array tint_symbol_2) { textureStore_c863be(tint_symbol_2); return float4(); } vertex tint_symbol vertex_main(texture2d_array tint_symbol_3 [[texture(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(texture2d_array tint_symbol_4 [[texture(0)]]) { textureStore_c863be(tint_symbol_4); return; } kernel void compute_main(texture2d_array tint_symbol_5 [[texture(0)]]) { textureStore_c863be(tint_symbol_5); return; }