blob: 0ec954a5ec7f15fe4e16cb91e52b2de79ef1407b [file] [log] [blame] [edit]
#include <metal_stdlib>
using namespace metal;
struct tint_module_vars_struct {
device float4* prevent_dce;
texture2d<float, access::sample> arg_0;
sampler arg_1;
};
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
float4 VertexOutput_pos [[position]];
float4 VertexOutput_prevent_dce [[user(locn0)]] [[flat]];
};
float4 textureSampleBaseClampToEdge_9ca02c(tint_module_vars_struct tint_module_vars) {
float2 arg_2 = float2(1.0f);
float2 const v = arg_2;
uint const v_1 = tint_module_vars.arg_0.get_width(0u);
float2 const v_2 = (float2(0.5f) / float2(uint2(v_1, tint_module_vars.arg_0.get_height(0u))));
float2 const v_3 = clamp(v, v_2, (float2(1.0f) - v_2));
float4 res = tint_module_vars.arg_0.sample(tint_module_vars.arg_1, v_3, level(0.0f));
return res;
}
fragment void fragment_main(device float4* prevent_dce [[buffer(0)]], texture2d<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleBaseClampToEdge_9ca02c(tint_module_vars);
}
kernel void compute_main(device float4* prevent_dce [[buffer(0)]], texture2d<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleBaseClampToEdge_9ca02c(tint_module_vars);
}
VertexOutput vertex_main_inner(tint_module_vars_struct tint_module_vars) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureSampleBaseClampToEdge_9ca02c(tint_module_vars);
return out;
}
vertex vertex_main_outputs vertex_main(texture2d<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1};
VertexOutput const v_4 = vertex_main_inner(tint_module_vars);
return vertex_main_outputs{.VertexOutput_pos=v_4.pos, .VertexOutput_prevent_dce=v_4.prevent_dce};
}