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