#include using namespace metal; struct Constants { /* 0x0000 */ int level; }; struct Result { /* 0x0000 */ float values[1]; }; kernel void tint_symbol(texture2d_array tint_symbol_2 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], device Result& result [[buffer(3)]]) { uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); flatIndex = (flatIndex * 1u); float4 texel = tint_symbol_2.read(uint2(int2(GlobalInvocationID.xy)), 0, 0); for(uint i = 0u; (i < 1u); i = (i + 1u)) { result.values[(flatIndex + i)] = texel.r; } return; }