| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| float4 color_out_1; |
| float gl_FragDepth_1; |
| }; |
| struct tint_symbol_1 { |
| float4 color_out_1 [[color(0)]]; |
| float gl_FragDepth_1 [[depth(any)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_3, thread float* const tint_symbol_4) { |
| *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| *(tint_symbol_4) = 0.699999988f; |
| return; |
| } |
| |
| main_out tint_symbol_inner(thread float4* const tint_symbol_5, thread float* const tint_symbol_6) { |
| main_1(tint_symbol_5, tint_symbol_6); |
| main_out const tint_symbol_2 = {.color_out_1=*(tint_symbol_5), .gl_FragDepth_1=*(tint_symbol_6)}; |
| return tint_symbol_2; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| thread float4 tint_symbol_7 = 0.0f; |
| thread float tint_symbol_8 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(&(tint_symbol_7), &(tint_symbol_8)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.color_out_1 = inner_result.color_out_1; |
| wrapper_result.gl_FragDepth_1 = inner_result.gl_FragDepth_1; |
| return wrapper_result; |
| } |
| |