2022-10-24 23:58:53 +00:00
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#include <metal_stdlib>
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using namespace metal;
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void textureStore_f1e6d3(texture3d<int, access::write> tint_symbol_1) {
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2022-11-04 17:06:03 +00:00
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tint_symbol_1.write(int4(1), uint3(uint3(1u)));
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2022-10-24 23:58:53 +00:00
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}
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struct tint_symbol {
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float4 value [[position]];
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};
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float4 vertex_main_inner(texture3d<int, access::write> tint_symbol_2) {
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textureStore_f1e6d3(tint_symbol_2);
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return float4(0.0f);
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}
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vertex tint_symbol vertex_main(texture3d<int, access::write> tint_symbol_3 [[texture(0)]]) {
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float4 const inner_result = vertex_main_inner(tint_symbol_3);
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main(texture3d<int, access::write> tint_symbol_4 [[texture(0)]]) {
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textureStore_f1e6d3(tint_symbol_4);
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return;
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}
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kernel void compute_main(texture3d<int, access::write> tint_symbol_5 [[texture(0)]]) {
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textureStore_f1e6d3(tint_symbol_5);
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return;
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}
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