| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol { |
| float4 value [[color(0)]]; |
| }; |
| |
| float4 f_inner(texture2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { |
| return tint_symbol_1.sample(tint_symbol_2, float2(0.0f), int2(4, 6)); |
| } |
| |
| fragment tint_symbol f(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| float4 const inner_result = f_inner(tint_symbol_3, tint_symbol_4); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |