#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; | |
} | |