| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| float4 loc3; |
| }; |
| struct tint_symbol_1 { |
| int loc0 [[color(0)]]; |
| uint loc1 [[color(1)]]; |
| float loc2 [[color(2)]]; |
| float4 loc3 [[color(3)]]; |
| float frag_depth [[depth(any)]]; |
| uint sample_mask [[sample_mask]]; |
| }; |
| |
| fragment tint_symbol_1 tint_symbol() { |
| FragmentOutputs const tint_symbol_2 = {.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f)}; |
| tint_symbol_1 const tint_symbol_3 = {.loc0=tint_symbol_2.loc0, .loc1=tint_symbol_2.loc1, .loc2=tint_symbol_2.loc2, .loc3=tint_symbol_2.loc3, .frag_depth=tint_symbol_2.frag_depth, .sample_mask=tint_symbol_2.sample_mask}; |
| return tint_symbol_3; |
| } |
| |