| #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | void textureSample_38bbb9(depth2d<float, access::sample> tint_symbol, sampler tint_symbol_1, device float* const tint_symbol_2) { | 
 |   float res = tint_symbol.sample(tint_symbol_1, float2(1.0f)); | 
 |   *(tint_symbol_2) = res; | 
 | } | 
 |  | 
 | fragment void fragment_main(depth2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float* tint_symbol_5 [[buffer(0)]]) { | 
 |   textureSample_38bbb9(tint_symbol_3, tint_symbol_4, tint_symbol_5); | 
 |   return; | 
 | } | 
 |  |