| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | void textureSampleLevel_ae92a2(depthcube<float, access::sample> tint_symbol_1, sampler tint_symbol_2, device float* const tint_symbol_3) { | 
 |   float res = tint_symbol_1.sample(tint_symbol_2, float3(1.0f), level(1u)); | 
 |   *(tint_symbol_3) = res; | 
 | } | 
 |  | 
 | struct tint_symbol { | 
 |   float4 value [[position]]; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner(depthcube<float, access::sample> tint_symbol_4, sampler tint_symbol_5, device float* const tint_symbol_6) { | 
 |   textureSampleLevel_ae92a2(tint_symbol_4, tint_symbol_5, tint_symbol_6); | 
 |   return float4(0.0f); | 
 | } | 
 |  | 
 | vertex tint_symbol vertex_main(depthcube<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(depthcube<float, access::sample> tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float* tint_symbol_12 [[buffer(0)]]) { | 
 |   textureSampleLevel_ae92a2(tint_symbol_10, tint_symbol_11, tint_symbol_12); | 
 |   return; | 
 | } | 
 |  | 
 | kernel void compute_main(depthcube<float, access::sample> tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float* tint_symbol_15 [[buffer(0)]]) { | 
 |   textureSampleLevel_ae92a2(tint_symbol_13, tint_symbol_14, tint_symbol_15); | 
 |   return; | 
 | } | 
 |  |