| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | struct FragmentInputs0 { | 
 |   float4 position; | 
 |   int loc0; | 
 | }; | 
 |  | 
 | struct FragmentInputs1 { | 
 |   float4 loc3; | 
 |   half3 loc5; | 
 |   uint sample_mask; | 
 | }; | 
 |  | 
 | struct tint_symbol_2 { | 
 |   int loc0 [[user(locn0)]] [[flat]]; | 
 |   uint loc1 [[user(locn1)]] [[flat]]; | 
 |   float loc2 [[user(locn2)]]; | 
 |   float4 loc3 [[user(locn3)]]; | 
 |   half loc4 [[user(locn4)]]; | 
 |   half3 loc5 [[user(locn5)]]; | 
 | }; | 
 |  | 
 | void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, half loc4) { | 
 |   if (front_facing) { | 
 |     float4 const foo = inputs0.position; | 
 |     uint const bar = (sample_index + inputs1.sample_mask); | 
 |     int const i = inputs0.loc0; | 
 |     uint const u = loc1; | 
 |     float const f = loc2; | 
 |     float4 const v = inputs1.loc3; | 
 |     half const x = loc4; | 
 |     half3 const y = inputs1.loc5; | 
 |   } | 
 | } | 
 |  | 
 | fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint sample_mask [[sample_mask]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { | 
 |   FragmentInputs0 const tint_symbol_3 = {.position=position, .loc0=tint_symbol_1.loc0}; | 
 |   FragmentInputs1 const tint_symbol_4 = {.loc3=tint_symbol_1.loc3, .loc5=tint_symbol_1.loc5, .sample_mask=sample_mask}; | 
 |   tint_symbol_inner(tint_symbol_3, front_facing, tint_symbol_1.loc1, sample_index, tint_symbol_4, tint_symbol_1.loc2, tint_symbol_1.loc4); | 
 |   return; | 
 | } | 
 |  |