#include using namespace metal; void textureSampleLevel_ae5e39(depthcube_array tint_symbol_1, sampler tint_symbol_2) { float3 arg_2 = float3(0.0f); int arg_3 = 1; int arg_4 = 1; float res = tint_symbol_1.sample(tint_symbol_2, arg_2, arg_3, level(arg_4)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(depthcube_array tint_symbol_3, sampler tint_symbol_4) { textureSampleLevel_ae5e39(tint_symbol_3, tint_symbol_4); return float4(0.0f); } vertex tint_symbol vertex_main(depthcube_array tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(depthcube_array tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) { textureSampleLevel_ae5e39(tint_symbol_7, tint_symbol_8); return; } kernel void compute_main(depthcube_array tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(0)]]) { textureSampleLevel_ae5e39(tint_symbol_9, tint_symbol_10); return; }