#include using namespace metal; template struct tint_array { const constant T& operator[](size_t i) const constant { return elements[i]; } device T& operator[](size_t i) device { return elements[i]; } const device T& operator[](size_t i) const device { return elements[i]; } thread T& operator[](size_t i) thread { return elements[i]; } const thread T& operator[](size_t i) const thread { return elements[i]; } threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } T elements[N]; }; struct tint_packed_vec3_f32_array_element { /* 0x0000 */ packed_float3 elements; /* 0x000c */ tint_array tint_pad; }; struct S_tint_packed_vec3 { /* 0x0000 */ tint_array tint_symbol; /* 0x0030 */ packed_float3 vector; /* 0x003c */ tint_array tint_pad_1; }; float3x3 tint_unpack_vec3_in_composite(tint_array in) { float3x3 result = float3x3(0.0f); for(uint i = 0u; (i < 3u); i = (i + 1u)) { result[i] = float3(in[i].elements); } return result; } struct S { float3x3 tint_symbol; float3 vector; }; fragment void tint_symbol_1(const constant S_tint_packed_vec3* tint_symbol_2 [[buffer(0)]]) { float3 const x = (tint_unpack_vec3_in_composite((*(tint_symbol_2)).tint_symbol) * float3((*(tint_symbol_2)).vector)); return; }