| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| void textureNumLayers_e653c0(depth2d_array<float, access::sample> tint_symbol_2) { |
| int res = int(tint_symbol_2.get_array_size()); |
| } |
| |
| vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_3 [[texture(0)]]) { |
| textureNumLayers_e653c0(tint_symbol_3); |
| tint_symbol const tint_symbol_1 = {.value=float4()}; |
| return tint_symbol_1; |
| } |
| |
| fragment void fragment_main(depth2d_array<float, access::sample> tint_symbol_4 [[texture(0)]]) { |
| textureNumLayers_e653c0(tint_symbol_4); |
| return; |
| } |
| |
| kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]]) { |
| textureNumLayers_e653c0(tint_symbol_5); |
| return; |
| } |
| |