| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct FragmentOutputs { |
| float frag_depth; |
| uint sample_mask; |
| }; |
| struct tint_symbol_1 { |
| float frag_depth [[depth(any)]]; |
| uint sample_mask [[sample_mask]]; |
| }; |
| |
| FragmentOutputs tint_symbol_inner() { |
| FragmentOutputs const tint_symbol_2 = {.frag_depth=1.0f, .sample_mask=1u}; |
| return tint_symbol_2; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| FragmentOutputs const inner_result = tint_symbol_inner(); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.frag_depth = inner_result.frag_depth; |
| wrapper_result.sample_mask = inner_result.sample_mask; |
| return wrapper_result; |
| } |
| |