#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureLoad_1f2016(texture3d tint_symbol_1) { float4 res = tint_symbol_1.read(uint3(int3()), 0); } float4 vertex_main_inner(texture3d tint_symbol_2) { textureLoad_1f2016(tint_symbol_2); return float4(); } 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_1f2016(tint_symbol_4); return; } kernel void compute_main(texture3d tint_symbol_5 [[texture(0)]]) { textureLoad_1f2016(tint_symbol_5); return; }