blob: a9fec638913fcc912a76c12995162b7a836f1bc3 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
float textureSampleLevel_1b0291(depthcube<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float3 arg_2 = float3(1.0f);
int arg_3 = 1;
float res = tint_symbol_1.sample(tint_symbol_2, arg_2, level(arg_3));
return res;
}
fragment void fragment_main(device float* tint_symbol_3 [[buffer(0)]], depthcube<float, access::sample> tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(0)]]) {
*(tint_symbol_3) = textureSampleLevel_1b0291(tint_symbol_4, tint_symbol_5);
return;
}
kernel void compute_main(device float* tint_symbol_6 [[buffer(0)]], depthcube<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) {
*(tint_symbol_6) = textureSampleLevel_1b0291(tint_symbol_7, tint_symbol_8);
return;
}
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct tint_symbol {
float prevent_dce [[user(locn0)]] [[flat]];
float4 pos [[position]];
};
VertexOutput vertex_main_inner(depthcube<float, access::sample> tint_symbol_9, sampler tint_symbol_10) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureSampleLevel_1b0291(tint_symbol_9, tint_symbol_10);
return out;
}
vertex tint_symbol vertex_main(depthcube<float, access::sample> tint_symbol_11 [[texture(0)]], sampler tint_symbol_12 [[sampler(0)]]) {
VertexOutput const inner_result = vertex_main_inner(tint_symbol_11, tint_symbol_12);
tint_symbol wrapper_result = {};
wrapper_result.pos = inner_result.pos;
wrapper_result.prevent_dce = inner_result.prevent_dce;
return wrapper_result;
}