| #include <metal_stdlib> |
| |
| using namespace metal; |
| void textureSample_0dff6c(depth2d<float, access::sample> tint_symbol, sampler tint_symbol_1, device float* const tint_symbol_2) { |
| float res = tint_symbol.sample(tint_symbol_1, float2(1.0f), int2(1)); |
| *(tint_symbol_2) = res; |
| } |
| |
| fragment void fragment_main(depth2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float* tint_symbol_5 [[buffer(0)]]) { |
| textureSample_0dff6c(tint_symbol_3, tint_symbol_4, tint_symbol_5); |
| return; |
| } |
| |