| // | 
 | // fragment_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | float textureSampleLevel_ae5e39(depthcube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { | 
 |   float res = tint_symbol.sample(tint_symbol_1, float3(1.0f), max(0, 1), level(1)); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   float prevent_dce; | 
 | }; | 
 |  | 
 | fragment void fragment_main(device float* tint_symbol_2 [[buffer(0)]], depthcube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { | 
 |   *(tint_symbol_2) = textureSampleLevel_ae5e39(tint_symbol_3, tint_symbol_4); | 
 |   return; | 
 | } | 
 |  | 
 | // | 
 | // compute_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | float textureSampleLevel_ae5e39(depthcube_array<float, access::sample> tint_symbol, sampler tint_symbol_1) { | 
 |   float res = tint_symbol.sample(tint_symbol_1, float3(1.0f), max(0, 1), level(1)); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   float prevent_dce; | 
 | }; | 
 |  | 
 | kernel void compute_main(device float* tint_symbol_2 [[buffer(0)]], depthcube_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { | 
 |   *(tint_symbol_2) = textureSampleLevel_ae5e39(tint_symbol_3, tint_symbol_4); | 
 |   return; | 
 | } | 
 |  | 
 | // | 
 | // vertex_main | 
 | // | 
 | #include <metal_stdlib> | 
 |  | 
 | using namespace metal; | 
 | float textureSampleLevel_ae5e39(depthcube_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { | 
 |   float res = tint_symbol_1.sample(tint_symbol_2, float3(1.0f), max(0, 1), level(1)); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   float4 pos; | 
 |   float prevent_dce; | 
 | }; | 
 |  | 
 | struct tint_symbol { | 
 |   float prevent_dce [[user(locn0)]] [[flat]]; | 
 |   float4 pos [[position]]; | 
 | }; | 
 |  | 
 | VertexOutput vertex_main_inner(depthcube_array<float, access::sample> tint_symbol_3, sampler tint_symbol_4) { | 
 |   VertexOutput out = {}; | 
 |   out.pos = float4(0.0f); | 
 |   out.prevent_dce = textureSampleLevel_ae5e39(tint_symbol_3, tint_symbol_4); | 
 |   return out; | 
 | } | 
 |  | 
 | vertex tint_symbol vertex_main(depthcube_array<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(0)]]) { | 
 |   VertexOutput const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); | 
 |   tint_symbol wrapper_result = {}; | 
 |   wrapper_result.pos = inner_result.pos; | 
 |   wrapper_result.prevent_dce = inner_result.prevent_dce; | 
 |   return wrapper_result; | 
 | } | 
 |  |