| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | struct tint_symbol_1 { | 
 |   float4 value [[color(0)]]; | 
 | }; | 
 |  | 
 | void bitwise_i32() { | 
 |   int s1 = 0; | 
 |   int s2 = 0; | 
 |   int3 v1 = 0; | 
 |   int3 v2 = 0; | 
 |   s1 = (s1 | s2); | 
 |   s1 = (s1 & s2); | 
 |   s1 = (s1 ^ s2); | 
 |   v1 = (v1 | v2); | 
 |   v1 = (v1 & v2); | 
 |   v1 = (v1 ^ v2); | 
 | } | 
 |  | 
 | void bitwise_u32() { | 
 |   uint s1 = 0u; | 
 |   uint s2 = 0u; | 
 |   uint3 v1 = 0u; | 
 |   uint3 v2 = 0u; | 
 |   s1 = (s1 | s2); | 
 |   s1 = (s1 & s2); | 
 |   s1 = (s1 ^ s2); | 
 |   v1 = (v1 | v2); | 
 |   v1 = (v1 & v2); | 
 |   v1 = (v1 ^ v2); | 
 | } | 
 |  | 
 | void vector_scalar_f32() { | 
 |   float3 v = 0.0f; | 
 |   float s = 0.0f; | 
 |   float3 r = 0.0f; | 
 |   r = (v + s); | 
 |   r = (v - s); | 
 |   r = (v * s); | 
 |   r = (v / s); | 
 | } | 
 |  | 
 | void vector_scalar_i32() { | 
 |   int3 v = 0; | 
 |   int s = 0; | 
 |   int3 r = 0; | 
 |   r = (v + s); | 
 |   r = (v - s); | 
 |   r = (v * s); | 
 |   r = (v / s); | 
 |   r = (v % s); | 
 | } | 
 |  | 
 | void vector_scalar_u32() { | 
 |   uint3 v = 0u; | 
 |   uint s = 0u; | 
 |   uint3 r = 0u; | 
 |   r = (v + s); | 
 |   r = (v - s); | 
 |   r = (v * s); | 
 |   r = (v / s); | 
 |   r = (v % s); | 
 | } | 
 |  | 
 | void scalar_vector_f32() { | 
 |   float3 v = 0.0f; | 
 |   float s = 0.0f; | 
 |   float3 r = 0.0f; | 
 |   r = (s + v); | 
 |   r = (s - v); | 
 |   r = (s * v); | 
 |   r = (s / v); | 
 | } | 
 |  | 
 | void scalar_vector_i32() { | 
 |   int3 v = 0; | 
 |   int s = 0; | 
 |   int3 r = 0; | 
 |   r = (s + v); | 
 |   r = (s - v); | 
 |   r = (s * v); | 
 |   r = (s / v); | 
 |   r = (s % v); | 
 | } | 
 |  | 
 | void scalar_vector_u32() { | 
 |   uint3 v = 0u; | 
 |   uint s = 0u; | 
 |   uint3 r = 0u; | 
 |   r = (s + v); | 
 |   r = (s - v); | 
 |   r = (s * v); | 
 |   r = (s / v); | 
 |   r = (s % v); | 
 | } | 
 |  | 
 | void matrix_matrix_f32() { | 
 |   float3x4 m34 = float3x4(0.0f); | 
 |   float4x3 m43 = float4x3(0.0f); | 
 |   float3x3 m33 = float3x3(0.0f); | 
 |   float4x4 m44 = float4x4(0.0f); | 
 |   m34 = (m34 + m34); | 
 |   m34 = (m34 - m34); | 
 |   m33 = (m43 * m34); | 
 |   m44 = (m34 * m43); | 
 | } | 
 |  | 
 | fragment tint_symbol_1 tint_symbol() { | 
 |   tint_symbol_1 const tint_symbol_2 = {.value=float4(0.0f, 0.0f, 0.0f, 0.0f)}; | 
 |   return tint_symbol_2; | 
 | } | 
 |  |