| #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 textureNumSamples_a3c8a0(depth2d_ms<float, access::read> tint_symbol_5) { |
| int res = 0; |
| int const x_16 = int(tint_symbol_5.get_num_samples()); |
| res = x_16; |
| return; |
| } |
| |
| void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) { |
| *(tint_symbol_6) = tint_symbol; |
| return; |
| } |
| |
| void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) { |
| textureNumSamples_a3c8a0(tint_symbol_7); |
| tint_symbol_2(float4(), tint_symbol_8); |
| return; |
| } |
| |
| vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) { |
| vertex_main_1(tint_symbol_9, tint_symbol_10); |
| vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)}; |
| return tint_symbol_4; |
| } |
| |
| vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) { |
| thread float4 tint_symbol_12 = float4(); |
| vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12)); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; |
| return wrapper_result; |
| } |
| |
| void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) { |
| textureNumSamples_a3c8a0(tint_symbol_13); |
| return; |
| } |
| |
| fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) { |
| fragment_main_1(tint_symbol_14); |
| return; |
| } |
| |
| void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) { |
| textureNumSamples_a3c8a0(tint_symbol_15); |
| return; |
| } |
| |
| kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) { |
| compute_main_1(tint_symbol_16); |
| return; |
| } |
| |