blob: 05a872ba460c5463aa552d9ac390c05970fe8aaf [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 [[position]];
};
void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_6) {
float res = 0.0f;
float4 const x_17 = float4(tint_symbol_6.read(uint2(int2(0, 0)), 1), 0.0f, 0.0f, 0.0f);
res = x_17.x;
return;
}
void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_7) {
*(tint_symbol_7) = tint_symbol;
return;
}
void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_8, thread float4* const tint_symbol_9) {
textureLoad_6273b1(tint_symbol_8);
tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_9);
return;
}
vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_10 [[texture(0)]]) {
thread float4 tint_symbol_11 = float4(0.0f, 0.0f, 0.0f, 0.0f);
vertex_main_1(tint_symbol_10, &(tint_symbol_11));
vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=tint_symbol_11};
tint_symbol_3 const tint_symbol_5 = {.tint_symbol_1_1=tint_symbol_4.tint_symbol_1_1};
return tint_symbol_5;
}
void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_12) {
textureLoad_6273b1(tint_symbol_12);
return;
}
fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_13 [[texture(0)]]) {
fragment_main_1(tint_symbol_13);
return;
}
void compute_main_1(depth2d_ms<float, access::read> tint_symbol_14) {
textureLoad_6273b1(tint_symbol_14);
return;
}
kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_15 [[texture(0)]]) {
compute_main_1(tint_symbol_15);
return;
}