| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| float4 outColor_1; |
| float gl_FragDepth_1; |
| }; |
| struct tint_symbol_1 { |
| float4 outColor_1 [[color(0)]]; |
| float gl_FragDepth_1 [[depth(any)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_4, thread float* const tint_symbol_5) { |
| *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| *(tint_symbol_5) = 0.400000006f; |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| thread float4 tint_symbol_6 = 0.0f; |
| thread float tint_symbol_7 = 0.0f; |
| main_1(&(tint_symbol_6), &(tint_symbol_7)); |
| main_out const tint_symbol_2 = {.outColor_1=tint_symbol_6, .gl_FragDepth_1=tint_symbol_7}; |
| tint_symbol_1 const tint_symbol_3 = {.outColor_1=tint_symbol_2.outColor_1, .gl_FragDepth_1=tint_symbol_2.gl_FragDepth_1}; |
| return tint_symbol_3; |
| } |
| |