| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 |  | 
 | template<typename T, size_t N> | 
 | struct tint_array { | 
 |     const constant T& operator[](size_t i) const constant { return elements[i]; } | 
 |     device T& operator[](size_t i) device { return elements[i]; } | 
 |     const device T& operator[](size_t i) const device { return elements[i]; } | 
 |     thread T& operator[](size_t i) thread { return elements[i]; } | 
 |     const thread T& operator[](size_t i) const thread { return elements[i]; } | 
 |     threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } | 
 |     const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } | 
 |     T elements[N]; | 
 | }; | 
 |  | 
 | struct tint_packed_vec3_f32_array_element { | 
 |   /* 0x0000 */ packed_float3 elements; | 
 |   /* 0x000c */ tint_array<int8_t, 4> tint_pad; | 
 | }; | 
 |  | 
 | struct S_tint_packed_vec3 { | 
 |   /* 0x0000 */ tint_array<tint_packed_vec3_f32_array_element, 3> tint_symbol; | 
 |   /* 0x0030 */ packed_float3 vector; | 
 |   /* 0x003c */ tint_array<int8_t, 4> tint_pad_1; | 
 | }; | 
 |  | 
 | float3x3 tint_unpack_vec3_in_composite(tint_array<tint_packed_vec3_f32_array_element, 3> in) { | 
 |   float3x3 result = float3x3(0.0f); | 
 |   for(uint i = 0u; (i < 3u); i = (i + 1u)) { | 
 |     __asm__(""); | 
 |     result[i] = float3(in[i].elements); | 
 |   } | 
 |   return result; | 
 | } | 
 |  | 
 | struct S { | 
 |   float3x3 tint_symbol; | 
 |   float3 vector; | 
 | }; | 
 |  | 
 | fragment void tint_symbol_1(const constant S_tint_packed_vec3* tint_symbol_2 [[buffer(0)]]) { | 
 |   float3 const x = (tint_unpack_vec3_in_composite((*(tint_symbol_2)).tint_symbol) * float3((*(tint_symbol_2)).vector)); | 
 |   return; | 
 | } | 
 |  |