#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureSampleLevel_0bdd9a(texturecube_array tint_symbol_2, sampler tint_symbol_3) { float4 res = tint_symbol_2.sample(tint_symbol_3, float3(), 1, level(1.0f)); } vertex tint_symbol vertex_main(texturecube_array tint_symbol_4 [[texture(0)]], sampler tint_symbol_5 [[sampler(1)]]) { textureSampleLevel_0bdd9a(tint_symbol_4, tint_symbol_5); tint_symbol const tint_symbol_1 = {.value=float4()}; return tint_symbol_1; } fragment void fragment_main(texturecube_array tint_symbol_6 [[texture(0)]], sampler tint_symbol_7 [[sampler(1)]]) { textureSampleLevel_0bdd9a(tint_symbol_6, tint_symbol_7); return; } kernel void compute_main(texturecube_array tint_symbol_8 [[texture(0)]], sampler tint_symbol_9 [[sampler(1)]]) { textureSampleLevel_0bdd9a(tint_symbol_8, tint_symbol_9); return; }