| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | int4 textureLoad2d(texture2d<int, access::sample> tint_symbol, int2 coords, int level) { | 
 |   return tint_symbol.read(uint2(coords), level); | 
 | } | 
 |  | 
 | void doTextureLoad(texture2d<int, access::sample> tint_symbol_2) { | 
 |   int4 res = textureLoad2d(tint_symbol_2, int2(), 0); | 
 | } | 
 |  | 
 | struct tint_symbol_1 { | 
 |   float4 value [[position]]; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner(texture2d<int, access::sample> tint_symbol_3) { | 
 |   doTextureLoad(tint_symbol_3); | 
 |   return float4(); | 
 | } | 
 |  | 
 | vertex tint_symbol_1 vertex_main(texture2d<int, access::sample> tint_symbol_4 [[texture(0)]]) { | 
 |   float4 const inner_result = vertex_main_inner(tint_symbol_4); | 
 |   tint_symbol_1 wrapper_result = {}; | 
 |   wrapper_result.value = inner_result; | 
 |   return wrapper_result; | 
 | } | 
 |  | 
 | fragment void fragment_main(texture2d<int, access::sample> tint_symbol_5 [[texture(0)]]) { | 
 |   doTextureLoad(tint_symbol_5); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(texture2d<int, access::sample> tint_symbol_6 [[texture(0)]]) { | 
 |   doTextureLoad(tint_symbol_6); | 
 |   return; | 
 | } | 
 |  |