#include <metal_stdlib> | |
using namespace metal; | |
struct In { | |
float4 uv; | |
}; | |
void g(float a, float b, float c) { | |
} | |
struct tint_symbol_1 { | |
float4 fbf [[color(0)]]; | |
float4 uv [[user(locn0)]]; | |
}; | |
void f_inner(float4 pos, float4 fbf, In in) { | |
g(pos[0], fbf[0], in.uv[0]); | |
} | |
fragment void f(float4 pos [[position]], tint_symbol_1 tint_symbol [[stage_in]]) { | |
In const tint_symbol_2 = {.uv=tint_symbol.uv}; | |
f_inner(pos, tint_symbol.fbf, tint_symbol_2); | |
return; | |
} | |