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