#include using namespace metal; struct tint_private_vars_struct { float4 tint_symbol_1; }; void textureLoad_6273b1(depth2d_ms tint_symbol_5) { float res = 0.0f; float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0)), 1), 0.0f, 0.0f, 0.0f); res = x_17[0]; return; } void tint_symbol_2(float4 tint_symbol, thread tint_private_vars_struct* const tint_private_vars) { (*(tint_private_vars)).tint_symbol_1 = tint_symbol; return; } void vertex_main_1(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms tint_symbol_6) { textureLoad_6273b1(tint_symbol_6); tint_symbol_2(float4(0.0f), tint_private_vars); return; } struct vertex_main_out { float4 tint_symbol_1_1; }; struct tint_symbol_3 { float4 tint_symbol_1_1 [[position]]; }; vertex_main_out vertex_main_inner(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms tint_symbol_7) { vertex_main_1(tint_private_vars, tint_symbol_7); vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=(*(tint_private_vars)).tint_symbol_1}; return tint_symbol_4; } vertex tint_symbol_3 vertex_main(depth2d_ms tint_symbol_8 [[texture(0)]]) { thread tint_private_vars_struct tint_private_vars = {}; tint_private_vars.tint_symbol_1 = float4(0.0f); vertex_main_out const inner_result = vertex_main_inner(&(tint_private_vars), tint_symbol_8); tint_symbol_3 wrapper_result = {}; wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; return wrapper_result; } void fragment_main_1(depth2d_ms tint_symbol_9) { textureLoad_6273b1(tint_symbol_9); return; } fragment void fragment_main(depth2d_ms tint_symbol_10 [[texture(0)]]) { fragment_main_1(tint_symbol_10); return; } void compute_main_1(depth2d_ms tint_symbol_11) { textureLoad_6273b1(tint_symbol_11); return; } kernel void compute_main(depth2d_ms tint_symbol_12 [[texture(0)]]) { compute_main_1(tint_symbol_12); return; }