#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 = {.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; | |
} | |