| #include <metal_stdlib> |
| |
| using namespace metal; |
| void textureSample_d6b281(texture2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1, device float4* const tint_symbol_2) { |
| float4 res = tint_symbol.sample(tint_symbol_1, float2(1.0f), 1u); |
| *(tint_symbol_2) = res; |
| } |
| |
| fragment void fragment_main(texture2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float4* tint_symbol_5 [[buffer(0)]]) { |
| textureSample_d6b281(tint_symbol_3, tint_symbol_4, tint_symbol_5); |
| return; |
| } |
| |