| #include <metal_stdlib> |
| |
| using namespace metal; |
| void textureLoad_4db25c(depth2d_ms<float, access::read> tint_symbol_1, device float* const tint_symbol_2) { |
| float res = tint_symbol_1.read(uint2(uint2(1u)), 1u); |
| *(tint_symbol_2) = res; |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_3, device float* const tint_symbol_4) { |
| textureLoad_4db25c(tint_symbol_3, tint_symbol_4); |
| return float4(0.0f); |
| } |
| |
| vertex tint_symbol vertex_main(depth2d_ms<float, access::read> tint_symbol_5 [[texture(0)]], device float* tint_symbol_6 [[buffer(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_7 [[texture(0)]], device float* tint_symbol_8 [[buffer(0)]]) { |
| textureLoad_4db25c(tint_symbol_7, tint_symbol_8); |
| return; |
| } |
| |
| kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_9 [[texture(0)]], device float* tint_symbol_10 [[buffer(0)]]) { |
| textureLoad_4db25c(tint_symbol_9, tint_symbol_10); |
| return; |
| } |
| |