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