| #include <metal_stdlib> |
| |
| using namespace metal; |
| float4 textureSampleBias_d3fa1b(texture3d<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float3 arg_2 = float3(1.0f); |
| float arg_3 = 1.0f; |
| float4 res = tint_symbol.sample(tint_symbol_1, arg_2, bias(arg_3)); |
| return res; |
| } |
| |
| fragment void fragment_main(device float4* tint_symbol_2 [[buffer(0)]], texture3d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSampleBias_d3fa1b(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |