| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| void textureSampleLevel_ae5e39(depthcube_array<float, access::sample> tint_symbol_2, sampler tint_symbol_3) { |
| float res = tint_symbol_2.sample(tint_symbol_3, float3(), 1, level(0)); |
| } |
| |
| vertex tint_symbol vertex_main(depthcube_array<float, access::sample> tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(1)]]) { |
| textureSampleLevel_ae5e39(tint_symbol_4, tint_symbol_5); |
| tint_symbol const tint_symbol_1 = {.value=float4()}; |
| return tint_symbol_1; |
| } |
| |
| fragment void fragment_main(depthcube_array<float, access::sample> tint_symbol_6 [[texture(0)]], sampler tint_symbol_7 [[sampler(1)]]) { |
| textureSampleLevel_ae5e39(tint_symbol_6, tint_symbol_7); |
| return; |
| } |
| |
| kernel void compute_main(depthcube_array<float, access::sample> tint_symbol_8 [[texture(0)]], sampler tint_symbol_9 [[sampler(1)]]) { |
| textureSampleLevel_ae5e39(tint_symbol_8, tint_symbol_9); |
| return; |
| } |
| |