1#include <metal_stdlib>
2
3using namespace metal;
4struct tint_symbol {
5  float4 value [[position]];
6};
7
8void textureSampleLevel_1b0291(depthcube<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
9  float res = tint_symbol_1.sample(tint_symbol_2, float3(), level(0));
10}
11
12float4 vertex_main_inner(depthcube<float, access::sample> tint_symbol_3, sampler tint_symbol_4) {
13  textureSampleLevel_1b0291(tint_symbol_3, tint_symbol_4);
14  return float4();
15}
16
17vertex tint_symbol vertex_main(depthcube<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(0)]]) {
18  float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
19  tint_symbol wrapper_result = {};
20  wrapper_result.value = inner_result;
21  return wrapper_result;
22}
23
24fragment void fragment_main(depthcube<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) {
25  textureSampleLevel_1b0291(tint_symbol_7, tint_symbol_8);
26  return;
27}
28
29kernel void compute_main(depthcube<float, access::sample> tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(0)]]) {
30  textureSampleLevel_1b0291(tint_symbol_9, tint_symbol_10);
31  return;
32}
33
34