blob: 820a0518711867ebc63606e87b44fbdaa7c73efb [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
void textureSampleLevel_36f0d3(depth2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2, device float* const tint_symbol_3) {
float2 arg_2 = float2(1.0f);
int arg_3 = 1;
uint arg_4 = 1u;
float res = tint_symbol_1.sample(tint_symbol_2, arg_2, arg_3, level(arg_4), int2(1));
*(tint_symbol_3) = res;
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_4, sampler tint_symbol_5, device float* const tint_symbol_6) {
textureSampleLevel_36f0d3(tint_symbol_4, tint_symbol_5, tint_symbol_6);
return float4(0.0f);
}
vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], device float* tint_symbol_9 [[buffer(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_7, tint_symbol_8, tint_symbol_9);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(depth2d_array<float, access::sample> tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float* tint_symbol_12 [[buffer(0)]]) {
textureSampleLevel_36f0d3(tint_symbol_10, tint_symbol_11, tint_symbol_12);
return;
}
kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float* tint_symbol_15 [[buffer(0)]]) {
textureSampleLevel_36f0d3(tint_symbol_13, tint_symbol_14, tint_symbol_15);
return;
}