| #include <metal_stdlib> |
| |
| using namespace metal; |
| float4 textureSampleBias_eed7c4(texturecube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { |
| float4 res = tint_symbol.sample(tint_symbol_1, float3(1.0f), 1, bias(1.0f)); |
| return res; |
| } |
| |
| fragment void fragment_main(device float4* tint_symbol_2 [[buffer(0)]], texturecube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| *(tint_symbol_2) = textureSampleBias_eed7c4(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |