| // | 
 | // fragment_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | int4 textureLoad_e2292f(texture1d<int, access::read> tint_symbol) { | 
 |   int4 res = tint_symbol.read(uint(min(1u, (tint_symbol.get_width(0) - 1u)))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   int4 prevent_dce; | 
 | }; | 
 |  | 
 | fragment void fragment_main(device int4* tint_symbol_1 [[buffer(0)]], texture1d<int, access::read> tint_symbol_2 [[texture(0)]]) { | 
 |   *(tint_symbol_1) = textureLoad_e2292f(tint_symbol_2); | 
 |   return; | 
 | } | 
 |  | 
 | // | 
 | // compute_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | int4 textureLoad_e2292f(texture1d<int, access::read> tint_symbol) { | 
 |   int4 res = tint_symbol.read(uint(min(1u, (tint_symbol.get_width(0) - 1u)))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   int4 prevent_dce; | 
 | }; | 
 |  | 
 | kernel void compute_main(device int4* tint_symbol_1 [[buffer(0)]], texture1d<int, access::read> tint_symbol_2 [[texture(0)]]) { | 
 |   *(tint_symbol_1) = textureLoad_e2292f(tint_symbol_2); | 
 |   return; | 
 | } | 
 |  | 
 | // | 
 | // vertex_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | int4 textureLoad_e2292f(texture1d<int, access::read> tint_symbol_1) { | 
 |   int4 res = tint_symbol_1.read(uint(min(1u, (tint_symbol_1.get_width(0) - 1u)))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   int4 prevent_dce; | 
 | }; | 
 |  | 
 | struct tint_symbol { | 
 |   int4 prevent_dce [[user(locn0)]] [[flat]]; | 
 |   float4 pos [[position]]; | 
 | }; | 
 |  | 
 | VertexOutput vertex_main_inner(texture1d<int, access::read> tint_symbol_2) { | 
 |   VertexOutput out = {}; | 
 |   out.pos = float4(0.0f); | 
 |   out.prevent_dce = textureLoad_e2292f(tint_symbol_2); | 
 |   return out; | 
 | } | 
 |  | 
 | vertex tint_symbol vertex_main(texture1d<int, access::read> tint_symbol_3 [[texture(0)]]) { | 
 |   VertexOutput const inner_result = vertex_main_inner(tint_symbol_3); | 
 |   tint_symbol wrapper_result = {}; | 
 |   wrapper_result.pos = inner_result.pos; | 
 |   wrapper_result.prevent_dce = inner_result.prevent_dce; | 
 |   return wrapper_result; | 
 | } | 
 |  |