| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | void textureLoad_4acb64(texture2d_array<float, access::sample> tint_symbol_1, device float4* const tint_symbol_2) { | 
 |   int2 arg_1 = int2(1); | 
 |   uint arg_2 = 1u; | 
 |   int arg_3 = 1; | 
 |   float4 res = tint_symbol_1.read(uint2(arg_1), arg_2, arg_3); | 
 |   *(tint_symbol_2) = res; | 
 | } | 
 |  | 
 | struct tint_symbol { | 
 |   float4 value [[position]]; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner(texture2d_array<float, access::sample> tint_symbol_3, device float4* const tint_symbol_4) { | 
 |   textureLoad_4acb64(tint_symbol_3, tint_symbol_4); | 
 |   return float4(0.0f); | 
 | } | 
 |  | 
 | vertex tint_symbol vertex_main(texture2d_array<float, access::sample> tint_symbol_5 [[texture(0)]], device float4* tint_symbol_6 [[buffer(0)]]) { | 
 |   float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); | 
 |   tint_symbol wrapper_result = {}; | 
 |   wrapper_result.value = inner_result; | 
 |   return wrapper_result; | 
 | } | 
 |  | 
 | fragment void fragment_main(texture2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], device float4* tint_symbol_8 [[buffer(0)]]) { | 
 |   textureLoad_4acb64(tint_symbol_7, tint_symbol_8); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(texture2d_array<float, access::sample> tint_symbol_9 [[texture(0)]], device float4* tint_symbol_10 [[buffer(0)]]) { | 
 |   textureLoad_4acb64(tint_symbol_9, tint_symbol_10); | 
 |   return; | 
 | } | 
 |  |