blob: f4c62c0fa85716bc739071593f67b889321d2775 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct tint_module_vars_struct {
device float* prevent_dce;
depthcube_array<float, access::sample> arg_0;
sampler arg_1;
};
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct vertex_main_outputs {
float4 VertexOutput_pos [[position]];
float VertexOutput_prevent_dce [[user(locn0)]] [[flat]];
};
float textureSampleLevel_ae5e39(tint_module_vars_struct tint_module_vars) {
float3 arg_2 = float3(1.0f);
int arg_3 = 1;
int arg_4 = 1;
float3 const v = arg_2;
int const v_1 = arg_3;
level const v_2 = level(arg_4);
float res = tint_module_vars.arg_0.sample(tint_module_vars.arg_1, v, max(v_1, 0), v_2);
return res;
}
fragment void fragment_main(device float* prevent_dce [[buffer(0)]], depthcube_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleLevel_ae5e39(tint_module_vars);
}
kernel void compute_main(device float* prevent_dce [[buffer(0)]], depthcube_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleLevel_ae5e39(tint_module_vars);
}
VertexOutput vertex_main_inner(tint_module_vars_struct tint_module_vars) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureSampleLevel_ae5e39(tint_module_vars);
return out;
}
vertex vertex_main_outputs vertex_main(depthcube_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1};
VertexOutput const v_3 = vertex_main_inner(tint_module_vars);
vertex_main_outputs tint_wrapper_result = {};
tint_wrapper_result.VertexOutput_pos = v_3.pos;
tint_wrapper_result.VertexOutput_prevent_dce = v_3.prevent_dce;
return tint_wrapper_result;
}