| #include <metal_stdlib> |
| using namespace metal; |
| struct tint_module_vars_struct { |
| depth2d_array<float, access::sample> arg_0; |
| sampler arg_1; |
| device float* prevent_dce; |
| }; |
| struct vertex_main_outputs { |
| float4 tint_symbol [[position]]; |
| }; |
| |
| void textureSampleLevel_36f0d3(tint_module_vars_struct tint_module_vars) { |
| float res = tint_module_vars.arg_0.sample(tint_module_vars.arg_1, float2(1.0f), 1, level(1u), int2(1)); |
| (*tint_module_vars.prevent_dce) = res; |
| } |
| float4 vertex_main_inner(tint_module_vars_struct tint_module_vars) { |
| textureSampleLevel_36f0d3(tint_module_vars); |
| return float4(0.0f); |
| } |
| fragment void fragment_main(depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]], device float* prevent_dce [[buffer(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1, .prevent_dce=prevent_dce}; |
| textureSampleLevel_36f0d3(tint_module_vars); |
| } |
| kernel void compute_main(depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]], device float* prevent_dce [[buffer(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1, .prevent_dce=prevent_dce}; |
| textureSampleLevel_36f0d3(tint_module_vars); |
| } |
| vertex vertex_main_outputs vertex_main(depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]], device float* prevent_dce [[buffer(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1, .prevent_dce=prevent_dce}; |
| return vertex_main_outputs{.tint_symbol=vertex_main_inner(tint_module_vars)}; |
| } |