34 lines
1.2 KiB
Plaintext
34 lines
1.2 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol {
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float4 value [[position]];
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};
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void textureSampleLevel_ba93b3(depth2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
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float res = tint_symbol_1.sample(tint_symbol_2, float2(), 1, level(0), int2());
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}
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float4 vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_3, sampler tint_symbol_4) {
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textureSampleLevel_ba93b3(tint_symbol_3, tint_symbol_4);
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return float4();
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}
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vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(1)]]) {
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float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main(depth2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(1)]]) {
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textureSampleLevel_ba93b3(tint_symbol_7, tint_symbol_8);
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return;
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}
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kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(1)]]) {
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textureSampleLevel_ba93b3(tint_symbol_9, tint_symbol_10);
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return;
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}
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