#include using namespace metal; float4 tint_textureSampleBaseClampToEdge(texture2d t, sampler s, float2 coord) { float2 const dims = float2(uint2(t.get_width(0), t.get_height(0))); float2 const half_texel = (float2(0.5f) / dims); float2 const clamped = clamp(coord, half_texel, (1.0f - half_texel)); return t.sample(s, clamped, level(0.0f)); } void textureSampleBaseClampToEdge_9ca02c(texture2d tint_symbol_1, sampler tint_symbol_2, device float4* const tint_symbol_3) { float2 arg_2 = float2(1.0f); float4 res = tint_textureSampleBaseClampToEdge(tint_symbol_1, tint_symbol_2, arg_2); *(tint_symbol_3) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(texture2d tint_symbol_4, sampler tint_symbol_5, device float4* const tint_symbol_6) { textureSampleBaseClampToEdge_9ca02c(tint_symbol_4, tint_symbol_5, tint_symbol_6); return float4(0.0f); } vertex tint_symbol vertex_main(texture2d tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], device float4* tint_symbol_9 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_7, tint_symbol_8, tint_symbol_9); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture2d tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float4* tint_symbol_12 [[buffer(0)]]) { textureSampleBaseClampToEdge_9ca02c(tint_symbol_10, tint_symbol_11, tint_symbol_12); return; } kernel void compute_main(texture2d tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float4* tint_symbol_15 [[buffer(0)]]) { textureSampleBaseClampToEdge_9ca02c(tint_symbol_13, tint_symbol_14, tint_symbol_15); return; }