|  | #include <metal_stdlib> | 
|  |  | 
|  | using namespace metal; | 
|  | struct FragmentInputs0 { | 
|  | float4 position; | 
|  | int loc0; | 
|  | }; | 
|  |  | 
|  | struct FragmentInputs1 { | 
|  | float4 loc3; | 
|  | 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)]]; | 
|  | }; | 
|  |  | 
|  | void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { | 
|  | 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; | 
|  | } | 
|  | } | 
|  |  | 
|  | 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, .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); | 
|  | return; | 
|  | } | 
|  |  |