blob: 03036a6b2f13046faad2986b833220af89f4ef6f [file] [log] [blame]
//
// fragment_main
//
#include <metal_stdlib>
using namespace metal;
int tint_clamp(int e, int low, int high) {
return min(max(e, low), high);
}
float4 textureLoad_3da3ed(texture1d<float, access::sample> tint_symbol) {
uint const level_idx = min(1u, (tint_symbol.get_num_mip_levels() - 1u));
float4 res = tint_symbol.read(uint(tint_clamp(1, 0, int((tint_symbol.get_width(0) - 1u)))), 0);
return res;
}
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
fragment void fragment_main(device float4* tint_symbol_1 [[buffer(0)]], texture1d<float, access::sample> tint_symbol_2 [[texture(0)]]) {
*(tint_symbol_1) = textureLoad_3da3ed(tint_symbol_2);
return;
}
//
// compute_main
//
#include <metal_stdlib>
using namespace metal;
int tint_clamp(int e, int low, int high) {
return min(max(e, low), high);
}
float4 textureLoad_3da3ed(texture1d<float, access::sample> tint_symbol) {
uint const level_idx = min(1u, (tint_symbol.get_num_mip_levels() - 1u));
float4 res = tint_symbol.read(uint(tint_clamp(1, 0, int((tint_symbol.get_width(0) - 1u)))), 0);
return res;
}
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
kernel void compute_main(device float4* tint_symbol_1 [[buffer(0)]], texture1d<float, access::sample> tint_symbol_2 [[texture(0)]]) {
*(tint_symbol_1) = textureLoad_3da3ed(tint_symbol_2);
return;
}
//
// vertex_main
//
#include <metal_stdlib>
using namespace metal;
int tint_clamp(int e, int low, int high) {
return min(max(e, low), high);
}
float4 textureLoad_3da3ed(texture1d<float, access::sample> tint_symbol_1) {
uint const level_idx = min(1u, (tint_symbol_1.get_num_mip_levels() - 1u));
float4 res = tint_symbol_1.read(uint(tint_clamp(1, 0, int((tint_symbol_1.get_width(0) - 1u)))), 0);
return res;
}
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct tint_symbol {
float4 prevent_dce [[user(locn0)]] [[flat]];
float4 pos [[position]];
};
VertexOutput vertex_main_inner(texture1d<float, access::sample> tint_symbol_2) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureLoad_3da3ed(tint_symbol_2);
return out;
}
vertex tint_symbol vertex_main(texture1d<float, access::sample> tint_symbol_3 [[texture(0)]]) {
VertexOutput const inner_result = vertex_main_inner(tint_symbol_3);
tint_symbol wrapper_result = {};
wrapper_result.pos = inner_result.pos;
wrapper_result.prevent_dce = inner_result.prevent_dce;
return wrapper_result;
}