| int tint_clamp(int e, int low, int high) { |
| return min(max(e, low), high); |
| float4 textureLoad_b80e7e(texture2d_array<float, access::read> tint_symbol_1) { |
| float4 res = tint_symbol_1.read(uint2(min(uint2(1u), (uint2(tint_symbol_1.get_width(), tint_symbol_1.get_height()) - uint2(1u)))), tint_clamp(1, 0, int((tint_symbol_1.get_array_size() - 1u)))); |
| fragment void fragment_main(device float4* tint_symbol_2 [[buffer(0)]], texture2d_array<float, access::read> tint_symbol_3 [[texture(0)]]) { |
| *(tint_symbol_2) = textureLoad_b80e7e(tint_symbol_3); |
| kernel void compute_main(device float4* tint_symbol_4 [[buffer(0)]], texture2d_array<float, access::read> tint_symbol_5 [[texture(0)]]) { |
| *(tint_symbol_4) = textureLoad_b80e7e(tint_symbol_5); |
| float4 prevent_dce [[user(locn0)]] [[flat]]; |
| VertexOutput vertex_main_inner(texture2d_array<float, access::read> tint_symbol_6) { |
| out.prevent_dce = textureLoad_b80e7e(tint_symbol_6); |
| vertex tint_symbol vertex_main(texture2d_array<float, access::read> 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; |