#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct main0_out { float2 FragColor [[color(0)]]; }; struct main0_in { float3 vUV [[user(locn0)]]; }; inline void from_function(thread float2& FragColor, thread texture2d uSampler2D, thread const sampler uSampler2DSmplr, thread float3& vUV, thread texture3d uSampler3D, thread const sampler uSampler3DSmplr, thread texturecube uSamplerCube, thread const sampler uSamplerCubeSmplr, thread texture2d uTexture2D, thread sampler uSampler, thread texture3d uTexture3D, thread texturecube uTextureCube) { float2 _22; _22.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, vUV.xy); _22.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, vUV.xy); FragColor += _22; float2 _31; _31.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, vUV); _31.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, vUV); FragColor += _31; float2 _40; _40.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, vUV); _40.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, vUV); FragColor += _40; float2 _53; _53.x = uTexture2D.calculate_clamped_lod(uSampler, vUV.xy); _53.y = uTexture2D.calculate_unclamped_lod(uSampler, vUV.xy); FragColor += _53; float2 _62; _62.x = uTexture3D.calculate_clamped_lod(uSampler, vUV); _62.y = uTexture3D.calculate_unclamped_lod(uSampler, vUV); FragColor += _62; float2 _71; _71.x = uTextureCube.calculate_clamped_lod(uSampler, vUV); _71.y = uTextureCube.calculate_unclamped_lod(uSampler, vUV); FragColor += _71; } fragment main0_out main0(main0_in in [[stage_in]], texture2d uSampler2D [[texture(0)]], texture3d uSampler3D [[texture(1)]], texturecube uSamplerCube [[texture(2)]], texture2d uTexture2D [[texture(3)]], texture3d uTexture3D [[texture(4)]], texturecube uTextureCube [[texture(5)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]]) { main0_out out = {}; out.FragColor = float2(0.0); float2 _79; _79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy); _79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy); out.FragColor += _79; float2 _84; _84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV); _84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV); out.FragColor += _84; float2 _89; _89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV); _89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV); out.FragColor += _89; float2 _97; _97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy); _97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy); out.FragColor += _97; float2 _104; _104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV); _104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _104; float2 _111; _111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV); _111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _111; from_function(out.FragColor, uSampler2D, uSampler2DSmplr, in.vUV, uSampler3D, uSampler3DSmplr, uSamplerCube, uSamplerCubeSmplr, uTexture2D, uSampler, uTexture3D, uTextureCube); return out; }