#include using namespace metal; struct vertexUniformBuffer1 { /* 0x0000 */ float2x2 transform1; }; struct vertexUniformBuffer2 { /* 0x0000 */ float2x2 transform2; }; struct tint_symbol_1 { float4 value [[position]]; }; struct tint_array_wrapper { float2 arr[3]; }; float4 tint_symbol_inner(constant vertexUniformBuffer1& x_20, constant vertexUniformBuffer2& x_26, uint gl_VertexIndex) { tint_array_wrapper indexable = {}; float2x2 const x_23 = x_20.transform1; float2x2 const x_28 = x_26.transform2; uint const x_46 = gl_VertexIndex; tint_array_wrapper const tint_symbol_2 = {.arr={float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)}}; indexable = tint_symbol_2; float2 const x_51 = indexable.arr[x_46]; float2 const x_52 = (float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51); return float4(x_52[0], x_52[1], 0.0f, 1.0f); } vertex tint_symbol_1 tint_symbol(uint gl_VertexIndex [[vertex_id]], constant vertexUniformBuffer1& x_20 [[buffer(0)]], constant vertexUniformBuffer2& x_26 [[buffer(1)]]) { float4 const inner_result = tint_symbol_inner(x_20, x_26, gl_VertexIndex); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; }