| #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]]; | |
| }; | |
| fragment tint_symbol_1 tint_symbol() { | |
| FragmentOutputs const tint_symbol_2 = {.frag_depth=1.0f, .sample_mask=1u}; | |
| tint_symbol_1 const tint_symbol_3 = {.frag_depth=tint_symbol_2.frag_depth, .sample_mask=tint_symbol_2.sample_mask}; | |
| return tint_symbol_3; | |
| } | |