| #include <metal_stdlib> |
| |
| using namespace metal; |
| float4 textureSampleLevel_0bdd9a(texturecube_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { |
| float4 res = tint_symbol_1.sample(tint_symbol_2, float3(1.0f), max(0, 1), level(1.0f)); |
| return res; |
| } |
| |
| fragment void fragment_main(device float4* tint_symbol_3 [[buffer(0)]], texturecube_array<float, access::sample> tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(0)]]) { |
| *(tint_symbol_3) = textureSampleLevel_0bdd9a(tint_symbol_4, tint_symbol_5); |
| return; |
| } |
| |
| kernel void compute_main(device float4* tint_symbol_6 [[buffer(0)]], texturecube_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) { |
| *(tint_symbol_6) = textureSampleLevel_0bdd9a(tint_symbol_7, tint_symbol_8); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| float4 prevent_dce; |
| }; |
| |
| struct tint_symbol { |
| float4 prevent_dce [[user(locn0)]] [[flat]]; |
| float4 pos [[position]]; |
| }; |
| |
| VertexOutput vertex_main_inner(texturecube_array<float, access::sample> tint_symbol_9, sampler tint_symbol_10) { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| out.prevent_dce = textureSampleLevel_0bdd9a(tint_symbol_9, tint_symbol_10); |
| return out; |
| } |
| |
| vertex tint_symbol vertex_main(texturecube_array<float, access::sample> tint_symbol_11 [[texture(0)]], sampler tint_symbol_12 [[sampler(0)]]) { |
| VertexOutput const inner_result = vertex_main_inner(tint_symbol_11, tint_symbol_12); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |
| return wrapper_result; |
| } |
| |