57 lines
1.6 KiB
Plaintext
57 lines
1.6 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 [[position]];
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};
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void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_6) {
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float res = 0.0f;
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float4 const x_17 = float4(tint_symbol_6.read(uint2(int2(0, 0)), 1), 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_7) {
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*(tint_symbol_7) = tint_symbol;
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return;
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}
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void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_8, thread float4* const tint_symbol_9) {
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textureLoad_6273b1(tint_symbol_8);
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tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_9);
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return;
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}
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vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_10 [[texture(0)]]) {
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thread float4 tint_symbol_11 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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vertex_main_1(tint_symbol_10, &(tint_symbol_11));
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vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=tint_symbol_11};
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tint_symbol_3 const tint_symbol_5 = {.tint_symbol_1_1=tint_symbol_4.tint_symbol_1_1};
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return tint_symbol_5;
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}
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void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_12) {
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textureLoad_6273b1(tint_symbol_12);
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return;
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}
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fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_13 [[texture(0)]]) {
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fragment_main_1(tint_symbol_13);
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return;
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}
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void compute_main_1(depth2d_ms<float, access::read> tint_symbol_14) {
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textureLoad_6273b1(tint_symbol_14);
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return;
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}
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kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_15 [[texture(0)]]) {
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compute_main_1(tint_symbol_15);
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return;
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}
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