| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| float4 loc3; |
| }; |
| |
| struct tint_symbol_outputs { |
| int FragmentOutputs_loc0 [[color(0)]]; |
| float FragmentOutputs_frag_depth [[depth(any)]]; |
| uint FragmentOutputs_loc1 [[color(1)]]; |
| float FragmentOutputs_loc2 [[color(2)]]; |
| uint FragmentOutputs_sample_mask [[sample_mask]]; |
| float4 FragmentOutputs_loc3 [[color(3)]]; |
| }; |
| |
| FragmentOutputs tint_symbol_inner() { |
| return FragmentOutputs{.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f)}; |
| } |
| |
| fragment tint_symbol_outputs tint_symbol() { |
| FragmentOutputs const v = tint_symbol_inner(); |
| tint_symbol_outputs tint_wrapper_result = {}; |
| tint_wrapper_result.FragmentOutputs_loc0 = v.loc0; |
| tint_wrapper_result.FragmentOutputs_frag_depth = v.frag_depth; |
| tint_wrapper_result.FragmentOutputs_loc1 = v.loc1; |
| tint_wrapper_result.FragmentOutputs_loc2 = v.loc2; |
| tint_wrapper_result.FragmentOutputs_sample_mask = v.sample_mask; |
| tint_wrapper_result.FragmentOutputs_loc3 = v.loc3; |
| return tint_wrapper_result; |
| } |