| void textureNumLayers_9700fb(texture2d_array<uint, access::write> tint_symbol_1) { |
| int res = int(tint_symbol_1.get_array_size()); |
| float4 value [[position]]; |
| float4 vertex_main_inner(texture2d_array<uint, access::write> tint_symbol_2) { |
| textureNumLayers_9700fb(tint_symbol_2); |
| vertex tint_symbol vertex_main(texture2d_array<uint, access::write> tint_symbol_3 [[texture(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_3); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| fragment void fragment_main(texture2d_array<uint, access::write> tint_symbol_4 [[texture(0)]]) { |
| textureNumLayers_9700fb(tint_symbol_4); |
| kernel void compute_main(texture2d_array<uint, access::write> tint_symbol_5 [[texture(0)]]) { |
| textureNumLayers_9700fb(tint_symbol_5); |