| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| float4 loc3; |
| half loc4; |
| half3 loc5; |
| }; |
| |
| struct tint_symbol_1 { |
| int loc0 [[color(0)]]; |
| uint loc1 [[color(1)]]; |
| float loc2 [[color(2)]]; |
| float4 loc3 [[color(3)]]; |
| half loc4 [[color(4)]]; |
| half3 loc5 [[color(5)]]; |
| float frag_depth [[depth(any)]]; |
| uint sample_mask [[sample_mask]]; |
| }; |
| |
| FragmentOutputs tint_symbol_inner() { |
| FragmentOutputs const tint_symbol_2 = FragmentOutputs{.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f), .loc4=2.25h, .loc5=half3(3.0h, 5.0h, 8.0h)}; |
| return tint_symbol_2; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| FragmentOutputs const inner_result = tint_symbol_inner(); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.loc0 = inner_result.loc0; |
| wrapper_result.frag_depth = inner_result.frag_depth; |
| wrapper_result.loc1 = inner_result.loc1; |
| wrapper_result.loc2 = inner_result.loc2; |
| wrapper_result.sample_mask = inner_result.sample_mask; |
| wrapper_result.loc3 = inner_result.loc3; |
| wrapper_result.loc4 = inner_result.loc4; |
| wrapper_result.loc5 = inner_result.loc5; |
| return wrapper_result; |
| } |
| |