| #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]]; | 
 | }; | 
 |  | 
 | FragmentOutputs tint_symbol_inner() { | 
 |   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)}; | 
 |   return tint_symbol_2; | 
 | } | 
 |  | 
 | fragment tint_symbol_1 tint_symbol() { | 
 |   FragmentOutputs const inner_result = tint_symbol_inner(); | 
 |   tint_symbol_1 wrapper_result = {}; | 
 |   wrapper_result.loc0 = inner_result.loc0; | 
 |   wrapper_result.frag_depth = inner_result.frag_depth; | 
 |   wrapper_result.loc1 = inner_result.loc1; | 
 |   wrapper_result.loc2 = inner_result.loc2; | 
 |   wrapper_result.sample_mask = inner_result.sample_mask; | 
 |   wrapper_result.loc3 = inner_result.loc3; | 
 |   return wrapper_result; | 
 | } | 
 |  |