blob: a7df53a7ccb65635a681c27456b3cda9a015a20d [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
int3 tint_clamp(int3 e, int3 low, int3 high) {
return min(max(e, low), high);
}
float4 textureLoad_1f2016(texture3d<float, access::sample> tint_symbol_1) {
uint const level_idx = min(1u, (tint_symbol_1.get_num_mip_levels() - 1u));
float4 res = tint_symbol_1.read(uint3(tint_clamp(int3(1), int3(0), int3((uint3(tint_symbol_1.get_width(level_idx), tint_symbol_1.get_height(level_idx), tint_symbol_1.get_depth(level_idx)) - uint3(1u))))), level_idx);
return res;
}
fragment void fragment_main(device float4* tint_symbol_2 [[buffer(0)]], texture3d<float, access::sample> tint_symbol_3 [[texture(0)]]) {
*(tint_symbol_2) = textureLoad_1f2016(tint_symbol_3);
return;
}
kernel void compute_main(device float4* tint_symbol_4 [[buffer(0)]], texture3d<float, access::sample> tint_symbol_5 [[texture(0)]]) {
*(tint_symbol_4) = textureLoad_1f2016(tint_symbol_5);
return;
}
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct tint_symbol {
float4 prevent_dce [[user(locn0)]] [[flat]];
float4 pos [[position]];
};
VertexOutput vertex_main_inner(texture3d<float, access::sample> tint_symbol_6) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureLoad_1f2016(tint_symbol_6);
return out;
}
vertex tint_symbol vertex_main(texture3d<float, access::sample> tint_symbol_7 [[texture(0)]]) {
VertexOutput const inner_result = vertex_main_inner(tint_symbol_7);
tint_symbol wrapper_result = {};
wrapper_result.pos = inner_result.pos;
wrapper_result.prevent_dce = inner_result.prevent_dce;
return wrapper_result;
}