| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) { | 
 |   float res = 0.0f; | 
 |   float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0)), 1), 0.0f, 0.0f, 0.0f); | 
 |   res = x_17[0]; | 
 |   return; | 
 | } | 
 |  | 
 | void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) { | 
 |   *(tint_symbol_6) = tint_symbol; | 
 |   return; | 
 | } | 
 |  | 
 | void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) { | 
 |   textureLoad_6273b1(tint_symbol_7); | 
 |   tint_symbol_2(float4(0.0f), tint_symbol_8); | 
 |   return; | 
 | } | 
 |  | 
 | struct vertex_main_out { | 
 |   float4 tint_symbol_1_1; | 
 | }; | 
 |  | 
 | struct tint_symbol_3 { | 
 |   float4 tint_symbol_1_1 [[position]]; | 
 | }; | 
 |  | 
 | vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) { | 
 |   vertex_main_1(tint_symbol_9, tint_symbol_10); | 
 |   vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)}; | 
 |   return tint_symbol_4; | 
 | } | 
 |  | 
 | vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) { | 
 |   thread float4 tint_symbol_12 = float4(0.0f); | 
 |   vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12)); | 
 |   tint_symbol_3 wrapper_result = {}; | 
 |   wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; | 
 |   return wrapper_result; | 
 | } | 
 |  | 
 | void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) { | 
 |   textureLoad_6273b1(tint_symbol_13); | 
 |   return; | 
 | } | 
 |  | 
 | fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) { | 
 |   fragment_main_1(tint_symbol_14); | 
 |   return; | 
 | } | 
 |  | 
 | void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) { | 
 |   textureLoad_6273b1(tint_symbol_15); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) { | 
 |   compute_main_1(tint_symbol_16); | 
 |   return; | 
 | } | 
 |  |