#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureSampleLevel_0bdd9a(texturecube_array tint_symbol_1, sampler tint_symbol_2) { float4 res = tint_symbol_1.sample(tint_symbol_2, float3(), 1, level(1.0f)); } float4 vertex_main_inner(texturecube_array tint_symbol_3, sampler tint_symbol_4) { textureSampleLevel_0bdd9a(tint_symbol_3, tint_symbol_4); return float4(); } vertex tint_symbol vertex_main(texturecube_array 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(texturecube_array tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) { textureSampleLevel_0bdd9a(tint_symbol_7, tint_symbol_8); return; } kernel void compute_main(texturecube_array tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(0)]]) { textureSampleLevel_0bdd9a(tint_symbol_9, tint_symbol_10); return; }