| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureSample_c2f4e8(depthcube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float3 arg_2 = float3(1.0f); |
| int arg_3 = 1; |
| float res = tint_symbol.sample(tint_symbol_1, arg_2, max(0, arg_3)); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depthcube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSample_c2f4e8(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |