| #include <metal_stdlib> |
| |
| using namespace metal; |
| int vec4f() { |
| return 0; |
| } |
| |
| float vec2f(int i) { |
| return float(i); |
| } |
| |
| bool vec2i(float f) { |
| return bool(f); |
| } |
| |
| struct tint_symbol_1 { |
| float4 value [[position]]; |
| }; |
| |
| float4 tint_symbol_inner(uint VertexIndex) { |
| float4 const tint_symbol_2 = float4(0.0f); |
| float4 const tint_symbol_3 = float4(1.0f); |
| int const tint_symbol_4 = vec4f(); |
| float const tint_symbol_5 = vec2f(tint_symbol_4); |
| bool const tint_symbol_6 = vec2i(tint_symbol_5); |
| return select(tint_symbol_2, tint_symbol_3, tint_symbol_6); |
| } |
| |
| vertex tint_symbol_1 tint_symbol(uint VertexIndex [[vertex_id]]) { |
| float4 const inner_result = tint_symbol_inner(VertexIndex); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |