| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct FragInput { |
| float4 a; |
| float4 b; |
| }; |
| |
| struct FragOutput { |
| float4 color; |
| float4 blend; |
| }; |
| |
| struct tint_symbol_1 { |
| float4 a [[user(locn0)]]; |
| float4 b [[user(locn1)]]; |
| }; |
| |
| struct tint_symbol_2 { |
| float4 color [[color(0) index(0)]]; |
| float4 blend [[color(0) index(1)]]; |
| }; |
| |
| FragOutput frag_main_inner(FragInput in) { |
| FragOutput output = {}; |
| output.color = in.a; |
| output.blend = in.b; |
| return output; |
| } |
| |
| fragment tint_symbol_2 frag_main(tint_symbol_1 tint_symbol [[stage_in]]) { |
| FragInput const tint_symbol_3 = FragInput{.a=tint_symbol.a, .b=tint_symbol.b}; |
| FragOutput const inner_result = frag_main_inner(tint_symbol_3); |
| tint_symbol_2 wrapper_result = {}; |
| wrapper_result.color = inner_result.color; |
| wrapper_result.blend = inner_result.blend; |
| return wrapper_result; |
| } |
| |