| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct FragmentInput { |
| float2 vUv; |
| }; |
| struct FragmentOutput { |
| float4 color; |
| }; |
| struct tint_symbol_2 { |
| float2 vUv [[user(locn2)]]; |
| }; |
| struct tint_symbol_3 { |
| float4 color [[color(0)]]; |
| }; |
| |
| fragment tint_symbol_3 tint_symbol(depth2d<float, access::sample> tint_symbol_5 [[texture(5)]], sampler tint_symbol_6 [[sampler(3)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| FragmentInput const fIn = {.vUv=tint_symbol_1.vUv}; |
| float const sample = tint_symbol_5.sample(tint_symbol_6, fIn.vUv); |
| float3 const color = float3(sample, sample, sample); |
| FragmentOutput fOut = {}; |
| fOut.color = float4(color, 1.0f); |
| tint_symbol_3 const tint_symbol_4 = {.color=fOut.color}; |
| return tint_symbol_4; |
| } |
| |