| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureSampleCompare_a3ca7e(depthcube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float res = tint_symbol.sample_compare(tint_symbol_1, float3(1.0f), max(0, 1), 1.0f); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depthcube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSampleCompare_a3ca7e(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |