| #include <metal_stdlib> | |
| using namespace metal; | |
| struct main_out { | |
| float4 gl_Position; | |
| }; | |
| struct tint_symbol_1 { | |
| float4 gl_Position [[position]]; | |
| }; | |
| void main_1(thread float4* const tint_symbol_3) { | |
| *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); | |
| return; | |
| } | |
| main_out tint_symbol_inner(thread float4* const tint_symbol_4) { | |
| main_1(tint_symbol_4); | |
| main_out const tint_symbol_2 = {.gl_Position=*(tint_symbol_4)}; | |
| return tint_symbol_2; | |
| } | |
| vertex tint_symbol_1 tint_symbol() { | |
| thread float4 tint_symbol_5 = 0.0f; | |
| main_out const inner_result = tint_symbol_inner(&(tint_symbol_5)); | |
| tint_symbol_1 wrapper_result = {}; | |
| wrapper_result.gl_Position = inner_result.gl_Position; | |
| return wrapper_result; | |
| } | |