| #include <metal_stdlib> |
| |
| using namespace metal; |
| void textureSampleLevel_a12142(depthcube_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2, device float* const tint_symbol_3) { |
| float res = tint_symbol_1.sample(tint_symbol_2, float3(1.0f), 1, level(1u)); |
| *(tint_symbol_3) = res; |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner(depthcube_array<float, access::sample> tint_symbol_4, sampler tint_symbol_5, device float* const tint_symbol_6) { |
| textureSampleLevel_a12142(tint_symbol_4, tint_symbol_5, tint_symbol_6); |
| return float4(0.0f); |
| } |
| |
| vertex tint_symbol vertex_main(depthcube_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], device float* tint_symbol_9 [[buffer(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_7, tint_symbol_8, tint_symbol_9); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| fragment void fragment_main(depthcube_array<float, access::sample> tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float* tint_symbol_12 [[buffer(0)]]) { |
| textureSampleLevel_a12142(tint_symbol_10, tint_symbol_11, tint_symbol_12); |
| return; |
| } |
| |
| kernel void compute_main(depthcube_array<float, access::sample> tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float* tint_symbol_15 [[buffer(0)]]) { |
| textureSampleLevel_a12142(tint_symbol_13, tint_symbol_14, tint_symbol_15); |
| return; |
| } |
| |