| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | void textureStore_158cf0(texture2d_array<uint, access::write> tint_symbol_1) { | 
 |   tint_symbol_1.write(uint4(1u), uint2(uint2(1u)), 1u); | 
 | } | 
 |  | 
 | struct tint_symbol { | 
 |   float4 value [[position]]; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner(texture2d_array<uint, access::write> tint_symbol_2) { | 
 |   textureStore_158cf0(tint_symbol_2); | 
 |   return float4(0.0f); | 
 | } | 
 |  | 
 | vertex tint_symbol vertex_main(texture2d_array<uint, access::write> tint_symbol_3 [[texture(0)]]) { | 
 |   float4 const inner_result = vertex_main_inner(tint_symbol_3); | 
 |   tint_symbol wrapper_result = {}; | 
 |   wrapper_result.value = inner_result; | 
 |   return wrapper_result; | 
 | } | 
 |  | 
 | fragment void fragment_main(texture2d_array<uint, access::write> tint_symbol_4 [[texture(0)]]) { | 
 |   textureStore_158cf0(tint_symbol_4); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(texture2d_array<uint, access::write> tint_symbol_5 [[texture(0)]]) { | 
 |   textureStore_158cf0(tint_symbol_5); | 
 |   return; | 
 | } | 
 |  |