| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureSample_1a4e1b(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float2 arg_2 = float2(1.0f); |
| uint arg_3 = 1u; |
| float res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depth2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSample_1a4e1b(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |