#include using namespace metal; struct tint_array_wrapper { float2 arr[3]; }; struct tint_symbol { float4 value [[position]]; }; struct tint_symbol_1 { float4 value [[color(0)]]; }; constant tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}}; float4 vtx_main_inner(uint VertexIndex) { return float4(pos.arr[VertexIndex], 0.0f, 1.0f); } vertex tint_symbol vtx_main(uint VertexIndex [[vertex_id]]) { float4 const inner_result = vtx_main_inner(VertexIndex); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } float4 frag_main_inner() { return float4(1.0f, 0.0f, 0.0f, 1.0f); } fragment tint_symbol_1 frag_main() { float4 const inner_result_1 = frag_main_inner(); tint_symbol_1 wrapper_result_1 = {}; wrapper_result_1.value = inner_result_1; return wrapper_result_1; }