| #include <metal_stdlib> |
| |
| using namespace metal; |
| float textureSampleLevel_749baf(depth2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { |
| float2 arg_2 = float2(1.0f); |
| int arg_3 = 1; |
| float res = tint_symbol_1.sample(tint_symbol_2, arg_2, level(arg_3), int2(1)); |
| return res; |
| } |
| |
| fragment void fragment_main(device float* tint_symbol_3 [[buffer(0)]], depth2d<float, access::sample> tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(0)]]) { |
| *(tint_symbol_3) = textureSampleLevel_749baf(tint_symbol_4, tint_symbol_5); |
| return; |
| } |
| |
| kernel void compute_main(device float* tint_symbol_6 [[buffer(0)]], depth2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) { |
| *(tint_symbol_6) = textureSampleLevel_749baf(tint_symbol_7, tint_symbol_8); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| float prevent_dce; |
| }; |
| |
| struct tint_symbol { |
| float prevent_dce [[user(locn0)]] [[flat]]; |
| float4 pos [[position]]; |
| }; |
| |
| VertexOutput vertex_main_inner(depth2d<float, access::sample> tint_symbol_9, sampler tint_symbol_10) { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| out.prevent_dce = textureSampleLevel_749baf(tint_symbol_9, tint_symbol_10); |
| return out; |
| } |
| |
| vertex tint_symbol vertex_main(depth2d<float, access::sample> tint_symbol_11 [[texture(0)]], sampler tint_symbol_12 [[sampler(0)]]) { |
| VertexOutput const inner_result = vertex_main_inner(tint_symbol_11, tint_symbol_12); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |
| return wrapper_result; |
| } |
| |