| #include <metal_stdlib> |
| |
| using namespace metal; |
| uint4 textureLoad_26b8f6(texture3d<uint, access::read_write> tint_symbol) { |
| uint4 res = tint_symbol.read(uint3(min(uint3(1u), (uint3(tint_symbol.get_width(), tint_symbol.get_height(), tint_symbol.get_depth()) - uint3(1u))))); |
| return res; |
| } |
| |
| fragment void fragment_main(device uint4* tint_symbol_1 [[buffer(0)]], texture3d<uint, access::read_write> tint_symbol_2 [[texture(0)]]) { |
| *(tint_symbol_1) = textureLoad_26b8f6(tint_symbol_2); |
| return; |
| } |
| |
| kernel void compute_main(device uint4* tint_symbol_3 [[buffer(0)]], texture3d<uint, access::read_write> tint_symbol_4 [[texture(0)]]) { |
| *(tint_symbol_3) = textureLoad_26b8f6(tint_symbol_4); |
| return; |
| } |
| |