| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| struct tint_symbol_3 { |
| float4 tint_symbol_1_1 [[position]]; |
| }; |
| |
| void textureNumSamples_a3c8a0(depth2d_ms<float, access::read> tint_symbol_6) { |
| int res = 0; |
| int const x_16 = int(tint_symbol_6.get_num_samples()); |
| res = x_16; |
| return; |
| } |
| |
| void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_7) { |
| *(tint_symbol_7) = tint_symbol; |
| return; |
| } |
| |
| void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_8, thread float4* const tint_symbol_9) { |
| textureNumSamples_a3c8a0(tint_symbol_8); |
| tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_9); |
| return; |
| } |
| |
| vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_10 [[texture(0)]]) { |
| thread float4 tint_symbol_11 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| vertex_main_1(tint_symbol_10, &(tint_symbol_11)); |
| vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=tint_symbol_11}; |
| tint_symbol_3 const tint_symbol_5 = {.tint_symbol_1_1=tint_symbol_4.tint_symbol_1_1}; |
| return tint_symbol_5; |
| } |
| |
| void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_12) { |
| textureNumSamples_a3c8a0(tint_symbol_12); |
| return; |
| } |
| |
| fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_13 [[texture(0)]]) { |
| fragment_main_1(tint_symbol_13); |
| return; |
| } |
| |
| void compute_main_1(depth2d_ms<float, access::read> tint_symbol_14) { |
| textureNumSamples_a3c8a0(tint_symbol_14); |
| return; |
| } |
| |
| kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_15 [[texture(0)]]) { |
| compute_main_1(tint_symbol_15); |
| return; |
| } |
| |