| void textureStore_a19a12(texture3d<uint, access::read_write> tint_symbol_1) { |
| tint_symbol_1.write(uint4(1u), uint3(int3(1))); tint_symbol_1.fence(); |
| float4 value [[position]]; |
| float4 vertex_main_inner(texture3d<uint, access::read_write> tint_symbol_2) { |
| textureStore_a19a12(tint_symbol_2); |
| vertex tint_symbol vertex_main(texture3d<uint, access::read_write> tint_symbol_3 [[texture(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_3); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| fragment void fragment_main(texture3d<uint, access::read_write> tint_symbol_4 [[texture(0)]]) { |
| textureStore_a19a12(tint_symbol_4); |
| kernel void compute_main(texture3d<uint, access::read_write> tint_symbol_5 [[texture(0)]]) { |
| textureStore_a19a12(tint_symbol_5); |