#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 S { /* 0x0000 */ float f; /* 0x0004 */ uint u; /* 0x0008 */ tint_array tint_pad; /* 0x0080 */ float4 v; /* 0x0090 */ tint_array tint_pad_1; }; void assign_and_preserve_padding(device S* const dest, S value) { (*(dest)).f = value.f; (*(dest)).u = value.u; (*(dest)).v = value.v; } struct tint_symbol_1 { float f [[user(locn0)]]; uint u [[user(locn1)]] [[flat]]; }; void frag_main_inner(S input, device S* const tint_symbol_3) { float const f = input.f; uint const u = input.u; float4 const v = input.v; assign_and_preserve_padding(tint_symbol_3, input); } fragment void frag_main(device S* tint_symbol_4 [[buffer(0)]], float4 v [[position]], tint_symbol_1 tint_symbol [[stage_in]]) { S const tint_symbol_2 = {.f=tint_symbol.f, .u=tint_symbol.u, .v=v}; frag_main_inner(tint_symbol_2, tint_symbol_4); return; }