| #include <metal_stdlib> |
| |
| using namespace metal; |
| void unpack2x16snorm_b4aea6(device float2* const tint_symbol_1) { |
| float2 res = float2(0.00003051850944757462f, 0.0f); |
| *(tint_symbol_1) = res; |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner(device float2* const tint_symbol_2) { |
| unpack2x16snorm_b4aea6(tint_symbol_2); |
| return float4(0.0f); |
| } |
| |
| vertex tint_symbol vertex_main(device float2* tint_symbol_3 [[buffer(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(device float2* tint_symbol_4 [[buffer(0)]]) { |
| unpack2x16snorm_b4aea6(tint_symbol_4); |
| return; |
| } |
| |
| kernel void compute_main(device float2* tint_symbol_5 [[buffer(0)]]) { |
| unpack2x16snorm_b4aea6(tint_symbol_5); |
| return; |
| } |
| |