| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | struct tint_private_vars_struct { | 
 |   float4 tint_symbol_1; | 
 | }; | 
 |  | 
 | void textureDimensions_f60bdb(depth2d_ms<float, access::read> tint_symbol_5) { | 
 |   int2 res = int2(0); | 
 |   res = int2(uint2(tint_symbol_5.get_width(), tint_symbol_5.get_height())); | 
 |   return; | 
 | } | 
 |  | 
 | void tint_symbol_2(float4 tint_symbol, thread tint_private_vars_struct* const tint_private_vars) { | 
 |   (*(tint_private_vars)).tint_symbol_1 = tint_symbol; | 
 |   return; | 
 | } | 
 |  | 
 | void vertex_main_1(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_6) { | 
 |   textureDimensions_f60bdb(tint_symbol_6); | 
 |   tint_symbol_2(float4(0.0f), tint_private_vars); | 
 |   return; | 
 | } | 
 |  | 
 | struct vertex_main_out { | 
 |   float4 tint_symbol_1_1; | 
 | }; | 
 |  | 
 | struct tint_symbol_3 { | 
 |   float4 tint_symbol_1_1 [[position]]; | 
 | }; | 
 |  | 
 | vertex_main_out vertex_main_inner(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_7) { | 
 |   vertex_main_1(tint_private_vars, tint_symbol_7); | 
 |   vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=(*(tint_private_vars)).tint_symbol_1}; | 
 |   return tint_symbol_4; | 
 | } | 
 |  | 
 | vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_8 [[texture(0)]]) { | 
 |   thread tint_private_vars_struct tint_private_vars = {}; | 
 |   tint_private_vars.tint_symbol_1 = float4(0.0f); | 
 |   vertex_main_out const inner_result = vertex_main_inner(&(tint_private_vars), tint_symbol_8); | 
 |   tint_symbol_3 wrapper_result = {}; | 
 |   wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; | 
 |   return wrapper_result; | 
 | } | 
 |  | 
 | void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_9) { | 
 |   textureDimensions_f60bdb(tint_symbol_9); | 
 |   return; | 
 | } | 
 |  | 
 | fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_10 [[texture(0)]]) { | 
 |   fragment_main_1(tint_symbol_10); | 
 |   return; | 
 | } | 
 |  | 
 | void compute_main_1(depth2d_ms<float, access::read> tint_symbol_11) { | 
 |   textureDimensions_f60bdb(tint_symbol_11); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_12 [[texture(0)]]) { | 
 |   compute_main_1(tint_symbol_12); | 
 |   return; | 
 | } | 
 |  |