#include <metal_stdlib> using namespace metal; void textureGatherCompare_313add(depth2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) { float4 res = tint_symbol_1.gather_compare(tint_symbol_2, float2(1.0f), 1.0f, int2(1)); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(depth2d<float, access::sample> tint_symbol_3, sampler tint_symbol_4) { textureGatherCompare_313add(tint_symbol_3, tint_symbol_4); return float4(0.0f); } vertex tint_symbol vertex_main(depth2d<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(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<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) { textureGatherCompare_313add(tint_symbol_7, tint_symbol_8); return; } kernel void compute_main(depth2d<float, access::sample> tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(0)]]) { textureGatherCompare_313add(tint_symbol_9, tint_symbol_10); return; }