| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| float4 loc3; |
| half loc4; |
| half3 loc5; |
| }; |
| |
| 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)]]; |
| half FragmentOutputs_loc4 [[color(4)]]; |
| half3 FragmentOutputs_loc5 [[color(5)]]; |
| }; |
| |
| 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), .loc4=2.25h, .loc5=half3(3.0h, 5.0h, 8.0h)}; |
| } |
| |
| fragment tint_symbol_outputs tint_symbol() { |
| FragmentOutputs const v = tint_symbol_inner(); |
| return tint_symbol_outputs{.FragmentOutputs_loc0=v.loc0, .FragmentOutputs_frag_depth=v.frag_depth, .FragmentOutputs_loc1=v.loc1, .FragmentOutputs_loc2=v.loc2, .FragmentOutputs_sample_mask=v.sample_mask, .FragmentOutputs_loc3=v.loc3, .FragmentOutputs_loc4=v.loc4, .FragmentOutputs_loc5=v.loc5}; |
| } |