blob: fa4eb0b2d2aee2ad749656d0f454a73bfb711b0b [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct main_out {
float4 outColor_1;
float gl_FragDepth_1;
};
struct tint_symbol_1 {
float4 outColor_1 [[color(0)]];
float gl_FragDepth_1 [[depth(any)]];
};
void main_1(thread float4* const tint_symbol_3, thread float4* const tint_symbol_4, thread float* const tint_symbol_5) {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
float const x_20 = (*(tint_symbol_4)).z;
*(tint_symbol_5) = x_20;
return;
}
main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7, thread float* const tint_symbol_8) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(tint_symbol_7, tint_symbol_6, tint_symbol_8);
main_out const tint_symbol_2 = {.outColor_1=*(tint_symbol_7), .gl_FragDepth_1=*(tint_symbol_8)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]]) {
thread float4 tint_symbol_9 = 0.0f;
thread float4 tint_symbol_10 = 0.0f;
thread float tint_symbol_11 = 0.0f;
main_out const inner_result = tint_symbol_inner(gl_FragCoord_param, &(tint_symbol_9), &(tint_symbol_10), &(tint_symbol_11));
tint_symbol_1 wrapper_result = {};
wrapper_result.outColor_1 = inner_result.outColor_1;
wrapper_result.gl_FragDepth_1 = inner_result.gl_FragDepth_1;
return wrapper_result;
}