| #include <metal_stdlib> | |
| using namespace metal; | |
| float textureSample_4703d0(depth2d_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { | |
| float res = tint_symbol.sample(tint_symbol_1, float2(1.0f), 1u, int2(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_4703d0(tint_symbol_3, tint_symbol_4); | |
| return; | |
| } | |