#include <metal_stdlib> using namespace metal; void textureLoad_62d1de(texture1d<int, access::sample> tint_symbol_1) { int arg_1 = 1; uint arg_2 = 1u; int4 res = tint_symbol_1.read(uint(arg_1), 0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture1d<int, access::sample> tint_symbol_2) { textureLoad_62d1de(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(texture1d<int, access::sample> 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(texture1d<int, access::sample> tint_symbol_4 [[texture(0)]]) { textureLoad_62d1de(tint_symbol_4); return; } kernel void compute_main(texture1d<int, access::sample> tint_symbol_5 [[texture(0)]]) { textureLoad_62d1de(tint_symbol_5); return; }