| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureSampleCompare_dd431d(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float2 arg_2 = float2(1.0f); |
| int arg_3 = 1; |
| float arg_4 = 1.0f; |
| float res = tint_symbol.sample_compare(tint_symbol_1, arg_2, max(0, arg_3), arg_4); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depth2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSampleCompare_dd431d(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |