#include <metal_stdlib> | |
using namespace metal; | |
void textureSample_7fd8cb(depthcube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { | |
float3 arg_2 = float3(1.0f); | |
uint arg_3 = 1u; | |
float res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3); | |
} | |
fragment void fragment_main(depthcube_array<float, access::sample> tint_symbol_2 [[texture(0)]], sampler tint_symbol_3 [[sampler(0)]]) { | |
textureSample_7fd8cb(tint_symbol_2, tint_symbol_3); | |
return; | |
} | |