#include using namespace metal; void textureLoad_04b911(depth2d_array tint_symbol_1, device float* const tint_symbol_2) { uint2 arg_1 = uint2(1u); int arg_2 = 1; uint arg_3 = 1u; float res = tint_symbol_1.read(uint2(arg_1), arg_2, arg_3); *(tint_symbol_2) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(depth2d_array tint_symbol_3, device float* const tint_symbol_4) { textureLoad_04b911(tint_symbol_3, tint_symbol_4); return float4(0.0f); } vertex tint_symbol vertex_main(depth2d_array tint_symbol_5 [[texture(0)]], device float* tint_symbol_6 [[buffer(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(depth2d_array tint_symbol_7 [[texture(0)]], device float* tint_symbol_8 [[buffer(0)]]) { textureLoad_04b911(tint_symbol_7, tint_symbol_8); return; } kernel void compute_main(depth2d_array tint_symbol_9 [[texture(0)]], device float* tint_symbol_10 [[buffer(0)]]) { textureLoad_04b911(tint_symbol_9, tint_symbol_10); return; }