| #include <metal_stdlib> |
| |
| using namespace metal; |
| void main_1(texture2d<float, access::write> tint_symbol_1) { |
| 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); |
| 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); |
| int2 const offsets2d = int2(3, 4); |
| tint_symbol_1.write(float4(vf123, 0.0f), uint2(vi12)); |
| return; |
| } |
| |
| fragment void tint_symbol(texture2d<float, access::write> tint_symbol_2 [[texture(1)]]) { |
| main_1(tint_symbol_2); |
| return; |
| } |
| |