#include using namespace metal; void textureSampleBias_eed7c4(texturecube_array tint_symbol, sampler tint_symbol_1, device float4* const tint_symbol_2) { float4 res = tint_symbol.sample(tint_symbol_1, float3(1.0f), 1, bias(1.0f)); *(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_eed7c4(tint_symbol_3, tint_symbol_4, tint_symbol_5); return; }