| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct FragmentInputs0 { |
| float4 position; |
| int loc0; |
| }; |
| |
| struct FragmentInputs1 { |
| float4 loc3; |
| uint sample_mask; |
| }; |
| |
| struct tint_symbol_inputs { |
| int FragmentInputs0_loc0 [[user(locn0)]] [[flat]]; |
| uint loc1 [[user(locn1)]] [[flat]]; |
| float4 FragmentInputs1_loc3 [[user(locn3)]]; |
| float loc2 [[user(locn2)]]; |
| }; |
| |
| void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { |
| if (front_facing) { |
| float4 const foo = inputs0.position; |
| uint const bar = (sample_index + inputs1.sample_mask); |
| int const i = inputs0.loc0; |
| uint const u = loc1; |
| float const f = loc2; |
| float4 const v = inputs1.loc3; |
| } |
| } |
| |
| fragment void tint_symbol(float4 FragmentInputs0_position [[position]], tint_symbol_inputs inputs [[stage_in]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint FragmentInputs1_sample_mask [[sample_mask]]) { |
| FragmentInputs0 const v_1 = FragmentInputs0{.position=FragmentInputs0_position, .loc0=inputs.FragmentInputs0_loc0}; |
| tint_symbol_inner(v_1, front_facing, inputs.loc1, sample_index, FragmentInputs1{.loc3=inputs.FragmentInputs1_loc3, .sample_mask=FragmentInputs1_sample_mask}, inputs.loc2); |
| } |