| void textureLoad_cdbcf6(texture2d_array<float, access::read_write> tint_symbol_1, device float4* const tint_symbol_2) { |
| float4 res = tint_symbol_1.read(uint2(arg_1), arg_2); |
| float4 value [[position]]; |
| float4 vertex_main_inner(texture2d_array<float, access::read_write> tint_symbol_3, device float4* const tint_symbol_4) { |
| textureLoad_cdbcf6(tint_symbol_3, tint_symbol_4); |
| vertex tint_symbol vertex_main(texture2d_array<float, access::read_write> tint_symbol_5 [[texture(0)]], device float4* tint_symbol_6 [[buffer(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| fragment void fragment_main(texture2d_array<float, access::read_write> tint_symbol_7 [[texture(0)]], device float4* tint_symbol_8 [[buffer(0)]]) { |
| textureLoad_cdbcf6(tint_symbol_7, tint_symbol_8); |
| kernel void compute_main(texture2d_array<float, access::read_write> tint_symbol_9 [[texture(0)]], device float4* tint_symbol_10 [[buffer(0)]]) { |
| textureLoad_cdbcf6(tint_symbol_9, tint_symbol_10); |