| #include <metal_stdlib> |
| |
| using namespace metal; |
| void main_1(texture1d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { |
| float float_var = 0.0f; |
| int const i1 = 1; |
| int2 const vi12 = int2(1, 2); |
| int3 const vi123 = int3(1, 2, 3); |
| int4 const vi1234 = int4(1, 2, 3, 4); |
| uint const u1 = 1u; |
| uint2 const vu12 = uint2(1u, 2u); |
| uint3 const vu123 = uint3(1u, 2u, 3u); |
| uint4 const vu1234 = uint4(1u, 2u, 3u, 4u); |
| float const f1 = 1.0f; |
| float2 const vf12 = float2(1.0f, 2.0f); |
| float3 const vf123 = float3(1.0f, 2.0f, 3.0f); |
| float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f); |
| float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf1234.x); |
| uint const x_1000 = 0u; |
| return; |
| } |
| |
| fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_3 [[texture(1)]], sampler tint_symbol_4 [[sampler(0)]]) { |
| main_1(tint_symbol_3, tint_symbol_4); |
| return; |
| } |
| |