2022-10-26 18:47:02 +00:00
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#include <metal_stdlib>
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using namespace metal;
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void textureLoad_ff1119(depth2d_array<float, access::sample> tint_symbol_1) {
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2022-11-04 17:06:03 +00:00
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int2 arg_1 = int2(1);
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2022-10-26 18:47:02 +00:00
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int arg_2 = 1;
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uint arg_3 = 1u;
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float res = tint_symbol_1.read(uint2(arg_1), arg_2, arg_3);
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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(depth2d_array<float, access::sample> tint_symbol_2) {
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textureLoad_ff1119(tint_symbol_2);
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return float4(0.0f);
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}
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vertex tint_symbol vertex_main(depth2d_array<float, access::sample> 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(depth2d_array<float, access::sample> tint_symbol_4 [[texture(0)]]) {
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textureLoad_ff1119(tint_symbol_4);
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return;
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}
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kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]]) {
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textureLoad_ff1119(tint_symbol_5);
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return;
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}
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