| #include <metal_stdlib> |
| |
| using namespace metal; |
| void g(int a, float b, float c, uint d) { |
| } |
| |
| struct In { |
| float4 pos; |
| }; |
| |
| struct tint_symbol_1 { |
| uint4 fbf_0 [[color(0)]]; |
| int4 fbf_2 [[color(2)]]; |
| float4 uv [[user(locn0)]]; |
| }; |
| |
| void f_inner(int4 fbf_2, In in, float4 uv, uint4 fbf_0) { |
| g(fbf_2[2], in.pos[0], uv[0], fbf_0[1]); |
| } |
| |
| fragment void f(float4 pos [[position]], tint_symbol_1 tint_symbol [[stage_in]]) { |
| In const tint_symbol_2 = {.pos=pos}; |
| f_inner(tint_symbol.fbf_2, tint_symbol_2, tint_symbol.uv, tint_symbol.fbf_0); |
| return; |
| } |
| |