#include using namespace metal; void textureLoad_019da0(texture3d tint_symbol_1) { int3 arg_1 = int3(1); uint arg_2 = 1u; float4 res = tint_symbol_1.read(uint3(arg_1), arg_2); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture3d tint_symbol_2) { textureLoad_019da0(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(texture3d 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(texture3d tint_symbol_4 [[texture(0)]]) { textureLoad_019da0(tint_symbol_4); return; } kernel void compute_main(texture3d tint_symbol_5 [[texture(0)]]) { textureLoad_019da0(tint_symbol_5); return; }