blob: fc4df0def272971a68b3e73b91a5dd63f210c7e6 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
half3 loc5;
uint sample_mask;
};
struct tint_symbol_2 {
int loc0 [[user(locn0)]] [[flat]];
uint loc1 [[user(locn1)]] [[flat]];
float loc2 [[user(locn2)]];
float4 loc3 [[user(locn3)]];
half loc4 [[user(locn4)]];
half3 loc5 [[user(locn5)]];
};
void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, half loc4) {
if (front_facing) {
float4 const foo = inputs0.position;
uint const bar = (sample_index + inputs1.sample_mask);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = loc2;
float4 const v = inputs1.loc3;
half const x = loc4;
half3 const y = inputs1.loc5;
}
}
fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint sample_mask [[sample_mask]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
FragmentInputs0 const tint_symbol_3 = {.position=position, .loc0=tint_symbol_1.loc0};
FragmentInputs1 const tint_symbol_4 = {.loc3=tint_symbol_1.loc3, .loc5=tint_symbol_1.loc5, .sample_mask=sample_mask};
tint_symbol_inner(tint_symbol_3, front_facing, tint_symbol_1.loc1, sample_index, tint_symbol_4, tint_symbol_1.loc2, tint_symbol_1.loc4);
return;
}