| #include <metal_stdlib> |
| |
| using namespace metal; |
| void textureSampleBias_d3fa1b(texture3d<float, access::sample> tint_symbol, sampler tint_symbol_1, device float4* const tint_symbol_2) { |
| float4 res = tint_symbol.sample(tint_symbol_1, float3(1.0f), bias(1.0f)); |
| *(tint_symbol_2) = res; |
| } |
| |
| fragment void fragment_main(texture3d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float4* tint_symbol_5 [[buffer(0)]]) { |
| textureSampleBias_d3fa1b(tint_symbol_3, tint_symbol_4, tint_symbol_5); |
| return; |
| } |
| |