| // |
| // vertex_main |
| // |
| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_private_vars_struct { |
| float4 tint_symbol_1; |
| }; |
| |
| int2 tint_clamp(int2 e, int2 low, int2 high) { |
| return min(max(e, low), high); |
| } |
| |
| void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) { |
| float res = 0.0f; |
| res = float4(tint_symbol_5.read(uint2(tint_clamp(int2(0), int2(0), int2((uint2(tint_symbol_5.get_width(), tint_symbol_5.get_height()) - uint2(1u))))), 1), 0.0f, 0.0f, 0.0f)[0]; |
| return; |
| } |
| |
| void tint_symbol_2(float4 tint_symbol, thread tint_private_vars_struct* const tint_private_vars) { |
| (*(tint_private_vars)).tint_symbol_1 = tint_symbol; |
| return; |
| } |
| |
| void vertex_main_1(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_6) { |
| textureLoad_6273b1(tint_symbol_6); |
| tint_symbol_2(float4(0.0f), tint_private_vars); |
| return; |
| } |
| |
| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| |
| struct tint_symbol_3 { |
| float4 tint_symbol_1_1 [[position]]; |
| }; |
| |
| vertex_main_out vertex_main_inner(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_7) { |
| vertex_main_1(tint_private_vars, tint_symbol_7); |
| vertex_main_out const tint_symbol_4 = vertex_main_out{.tint_symbol_1_1=(*(tint_private_vars)).tint_symbol_1}; |
| return tint_symbol_4; |
| } |
| |
| vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_8 [[texture(0)]]) { |
| thread tint_private_vars_struct tint_private_vars = {}; |
| tint_private_vars.tint_symbol_1 = float4(0.0f); |
| vertex_main_out const inner_result = vertex_main_inner(&(tint_private_vars), tint_symbol_8); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; |
| return wrapper_result; |
| } |
| |
| // |
| // fragment_main |
| // |
| #include <metal_stdlib> |
| |
| using namespace metal; |
| int2 tint_clamp(int2 e, int2 low, int2 high) { |
| return min(max(e, low), high); |
| } |
| |
| void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol) { |
| float res = 0.0f; |
| res = float4(tint_symbol.read(uint2(tint_clamp(int2(0), int2(0), int2((uint2(tint_symbol.get_width(), tint_symbol.get_height()) - uint2(1u))))), 1), 0.0f, 0.0f, 0.0f)[0]; |
| return; |
| } |
| |
| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| |
| void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_1) { |
| textureLoad_6273b1(tint_symbol_1); |
| return; |
| } |
| |
| fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_2 [[texture(0)]]) { |
| fragment_main_1(tint_symbol_2); |
| return; |
| } |
| |
| // |
| // compute_main |
| // |
| #include <metal_stdlib> |
| |
| using namespace metal; |
| int2 tint_clamp(int2 e, int2 low, int2 high) { |
| return min(max(e, low), high); |
| } |
| |
| void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol) { |
| float res = 0.0f; |
| res = float4(tint_symbol.read(uint2(tint_clamp(int2(0), int2(0), int2((uint2(tint_symbol.get_width(), tint_symbol.get_height()) - uint2(1u))))), 1), 0.0f, 0.0f, 0.0f)[0]; |
| return; |
| } |
| |
| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| |
| void compute_main_1(depth2d_ms<float, access::read> tint_symbol_1) { |
| textureLoad_6273b1(tint_symbol_1); |
| return; |
| } |
| |
| kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_2 [[texture(0)]]) { |
| compute_main_1(tint_symbol_2); |
| return; |
| } |
| |