#include using namespace metal; void textureSampleBias_c6953d(texturecube_array tint_symbol, sampler tint_symbol_1, device float4* const tint_symbol_2) { float3 arg_2 = float3(1.0f); uint arg_3 = 1u; float arg_4 = 1.0f; float4 res = tint_symbol.sample(tint_symbol_1, arg_2, arg_3, bias(arg_4)); *(tint_symbol_2) = res; } fragment void fragment_main(texturecube_array tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]], device float4* tint_symbol_5 [[buffer(0)]]) { textureSampleBias_c6953d(tint_symbol_3, tint_symbol_4, tint_symbol_5); return; }