| #include <metal_stdlib> |
| using namespace metal; |
| struct tint_module_vars_struct { |
| texture3d<float, access::write> arg_0; |
| }; |
| struct vertex_main_outputs { |
| float4 tint_symbol [[position]]; |
| }; |
| |
| void textureStore_331aee(tint_module_vars_struct tint_module_vars) { |
| int3 arg_1 = int3(1); |
| float4 arg_2 = float4(1.0f); |
| float4 const v = arg_2; |
| tint_module_vars.arg_0.write(v, uint3(arg_1)); |
| } |
| float4 vertex_main_inner(tint_module_vars_struct tint_module_vars) { |
| textureStore_331aee(tint_module_vars); |
| return float4(0.0f); |
| } |
| fragment void fragment_main(texture3d<float, access::write> arg_0 [[texture(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; |
| textureStore_331aee(tint_module_vars); |
| } |
| kernel void compute_main(texture3d<float, access::write> arg_0 [[texture(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; |
| textureStore_331aee(tint_module_vars); |
| } |
| vertex vertex_main_outputs vertex_main(texture3d<float, access::write> arg_0 [[texture(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; |
| return vertex_main_outputs{.tint_symbol=vertex_main_inner(tint_module_vars)}; |
| } |