#include <metal_stdlib> | |
using namespace metal; | |
float textureSample_7e9ffd(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { | |
float res = tint_symbol.sample(tint_symbol_1, float2(1.0f), max(0, 1)); | |
return res; | |
} | |
fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depth2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { | |
*(tint_symbol_2) = textureSample_7e9ffd(tint_symbol_3, tint_symbol_4); | |
return; | |
} | |