| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| void textureLoad_8e5032(texture2d_array<uint, access::read> tint_symbol_2) { |
| uint4 res = tint_symbol_2.read(uint2(int2()), 1); |
| } |
| |
| vertex tint_symbol vertex_main(texture2d_array<uint, access::read> tint_symbol_3 [[texture(0)]]) { |
| textureLoad_8e5032(tint_symbol_3); |
| tint_symbol const tint_symbol_1 = {.value=float4()}; |
| return tint_symbol_1; |
| } |
| |
| fragment void fragment_main(texture2d_array<uint, access::read> tint_symbol_4 [[texture(0)]]) { |
| textureLoad_8e5032(tint_symbol_4); |
| return; |
| } |
| |
| kernel void compute_main(texture2d_array<uint, access::read> tint_symbol_5 [[texture(0)]]) { |
| textureLoad_8e5032(tint_symbol_5); |
| return; |
| } |
| |