#include using namespace metal; struct tint_symbol_1 { float4 value [[color(0)]]; }; void vector_scalar_f32() { float3 v = 0.0f; float s = 0.0f; float3 r = 0.0f; r = (v + s); r = (v - s); r = (v * s); r = (v / s); } void vector_scalar_i32() { int3 v = 0; int s = 0; int3 r = 0; r = (v + s); r = (v - s); r = (v * s); r = (v / s); r = (v % s); } void vector_scalar_u32() { uint3 v = 0u; uint s = 0u; uint3 r = 0u; r = (v + s); r = (v - s); r = (v * s); r = (v / s); r = (v % s); } void scalar_vector_f32() { float3 v = 0.0f; float s = 0.0f; float3 r = 0.0f; r = (s + v); r = (s - v); r = (s * v); r = (s / v); } void scalar_vector_i32() { int3 v = 0; int s = 0; int3 r = 0; r = (s + v); r = (s - v); r = (s * v); r = (s / v); r = (s % v); } void scalar_vector_u32() { uint3 v = 0u; uint s = 0u; uint3 r = 0u; r = (s + v); r = (s - v); r = (s * v); r = (s / v); r = (s % v); } fragment tint_symbol_1 tint_symbol() { return {float4(0.0f, 0.0f, 0.0f, 0.0f)}; }