blob: eb8ff457943afd217cce372734c8fcdfd497860f [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
uint4 textureGather_a0372b(texture2d_array<uint, access::sample> tint_symbol_1, sampler tint_symbol_2) {
uint4 res = tint_symbol_1.gather(tint_symbol_2, float2(1.0f), 1u, int2(0), component::y);
return res;
}
fragment void fragment_main(device uint4* tint_symbol_3 [[buffer(0)]], texture2d_array<uint, access::sample> tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(0)]]) {
*(tint_symbol_3) = textureGather_a0372b(tint_symbol_4, tint_symbol_5);
return;
}
kernel void compute_main(device uint4* tint_symbol_6 [[buffer(0)]], texture2d_array<uint, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) {
*(tint_symbol_6) = textureGather_a0372b(tint_symbol_7, tint_symbol_8);
return;
}
struct VertexOutput {
float4 pos;
uint4 prevent_dce;
};
struct tint_symbol {
uint4 prevent_dce [[user(locn0)]] [[flat]];
float4 pos [[position]];
};
VertexOutput vertex_main_inner(texture2d_array<uint, access::sample> tint_symbol_9, sampler tint_symbol_10) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureGather_a0372b(tint_symbol_9, tint_symbol_10);
return out;
}
vertex tint_symbol vertex_main(texture2d_array<uint, access::sample> tint_symbol_11 [[texture(0)]], sampler tint_symbol_12 [[sampler(0)]]) {
VertexOutput const inner_result = vertex_main_inner(tint_symbol_11, tint_symbol_12);
tint_symbol wrapper_result = {};
wrapper_result.pos = inner_result.pos;
wrapper_result.prevent_dce = inner_result.prevent_dce;
return wrapper_result;
}