| #include <metal_stdlib> |
| |
| using namespace metal; |
| float4 textureLoad_8b62fb(texture2d<float, access::read_write> tint_symbol) { |
| uint2 arg_1 = uint2(1u); |
| float4 res = tint_symbol.read(uint2(min(arg_1, (uint2(tint_symbol.get_width(), tint_symbol.get_height()) - uint2(1u))))); |
| return res; |
| } |
| |
| fragment void fragment_main(device float4* tint_symbol_1 [[buffer(0)]], texture2d<float, access::read_write> tint_symbol_2 [[texture(0)]]) { |
| *(tint_symbol_1) = textureLoad_8b62fb(tint_symbol_2); |
| return; |
| } |
| |
| kernel void compute_main(device float4* tint_symbol_3 [[buffer(0)]], texture2d<float, access::read_write> tint_symbol_4 [[texture(0)]]) { |
| *(tint_symbol_3) = textureLoad_8b62fb(tint_symbol_4); |
| return; |
| } |
| |