#include using namespace metal; half4 tint_acosh(half4 x) { return select(acosh(x), half4(0.0h), (x < half4(1.0h))); } void acosh_de60d8() { half4 arg_0 = half4(2.0h); half4 res = tint_acosh(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { acosh_de60d8(); return float4(0.0f); } vertex tint_symbol vertex_main() { float4 const inner_result = vertex_main_inner(); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main() { acosh_de60d8(); return; } kernel void compute_main() { acosh_de60d8(); return; }