| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct modf_result_vec4_f32 { |
| float4 fract; |
| float4 whole; |
| }; |
| |
| struct VertexOutput { |
| float4 pos; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 VertexOutput_pos [[position]]; |
| }; |
| |
| void modf_f3d1f9() { |
| modf_result_vec4_f32 res = modf_result_vec4_f32{.fract=float4(-0.5f), .whole=float4(-1.0f)}; |
| } |
| |
| fragment void fragment_main() { |
| modf_f3d1f9(); |
| } |
| |
| kernel void compute_main() { |
| modf_f3d1f9(); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| modf_f3d1f9(); |
| return out; |
| } |
| |
| vertex vertex_main_outputs vertex_main() { |
| vertex_main_outputs tint_wrapper_result = {}; |
| tint_wrapper_result.VertexOutput_pos = vertex_main_inner().pos; |
| return tint_wrapper_result; |
| } |