blob: 93fd4ef896b1f495b45f3dbab8fab64634779346 [file] [log] [blame]
//
// fragment_main
//
#include <metal_stdlib>
using namespace metal;
float textureSampleLevel_3c3442(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) {
float2 arg_2 = float2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3, level(arg_4));
return res;
}
struct VertexOutput {
float4 pos;
float prevent_dce;
};
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) = textureSampleLevel_3c3442(tint_symbol_3, tint_symbol_4);
return;
}
//
// compute_main
//
#include <metal_stdlib>
using namespace metal;
float textureSampleLevel_3c3442(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) {
float2 arg_2 = float2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3, level(arg_4));
return res;
}
struct VertexOutput {
float4 pos;
float prevent_dce;
};
kernel void compute_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) = textureSampleLevel_3c3442(tint_symbol_3, tint_symbol_4);
return;
}
//
// vertex_main
//
#include <metal_stdlib>
using namespace metal;
float textureSampleLevel_3c3442(depth2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float2 arg_2 = float2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = tint_symbol_1.sample(tint_symbol_2, arg_2, arg_3, level(arg_4));
return res;
}
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct tint_symbol {
float prevent_dce [[user(locn0)]] [[flat]];
float4 pos [[position]];
};
VertexOutput vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_3, sampler tint_symbol_4) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureSampleLevel_3c3442(tint_symbol_3, tint_symbol_4);
return out;
}
vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(0)]]) {
VertexOutput const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
tint_symbol wrapper_result = {};
wrapper_result.pos = inner_result.pos;
wrapper_result.prevent_dce = inner_result.prevent_dce;
return wrapper_result;
}