| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureLoad_9b2667(depth2d_array<float, access::sample> tint_symbol_1) { |
| float res = tint_symbol_1.read(uint2(int2(1)), 1, 1); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depth2d_array<float, access::sample> tint_symbol_3 [[texture(0)]]) { |
| *(tint_symbol_2) = textureLoad_9b2667(tint_symbol_3); |
| return; |
| } |
| |
| kernel void compute_main(device float* tint_symbol_4 [[buffer(0)]], depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]]) { |
| *(tint_symbol_4) = textureLoad_9b2667(tint_symbol_5); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| float prevent_dce; |
| }; |
| |
| struct tint_symbol { |
| float prevent_dce [[user(locn0)]] [[flat]]; |
| float4 pos [[position]]; |
| }; |
| |
| VertexOutput vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_6) { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| out.prevent_dce = textureLoad_9b2667(tint_symbol_6); |
| return out; |
| } |
| |
| vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_7 [[texture(0)]]) { |
| VertexOutput const inner_result = vertex_main_inner(tint_symbol_7); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |
| return wrapper_result; |
| } |
| |