#include <metal_stdlib> | |
using namespace metal; | |
void textureSample_4dd1bf(texturecube_array<float, access::sample> tint_symbol, sampler tint_symbol_1, device float4* const tint_symbol_2) { | |
float3 arg_2 = float3(1.0f); | |
int arg_3 = 1; | |
float4 res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3); | |
*(tint_symbol_2) = res; | |
} | |
fragment void fragment_main(texturecube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float4* tint_symbol_5 [[buffer(0)]]) { | |
textureSample_4dd1bf(tint_symbol_3, tint_symbol_4, tint_symbol_5); | |
return; | |
} | |