#include #include #ifdef __clang__ #pragma clang diagnostic ignored "-Wall" #endif using namespace metal; struct sampler2D { texture2d tex; sampler smp; }; half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); } half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); } half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); } half4 sampleLod(sampler2D i, float3 p, float lod) { return i.tex.sample(i.smp, p.xy / p.z, level(lod)); } half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) { return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy)); } struct Inputs { float2 c [[user(locn1)]]; }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { texture2d aTexture; sampler2D aSampledTexture; }; half4 helpers_helper_h4ZT(Inputs _in, sampler2D s, texture2d t) { return sample(s, _in.c); } half4 helper_h4TZ(Inputs _in, texture2d t, sampler2D s) { return helpers_helper_h4ZT(_in, s, t); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d aTexture [[texture(1)]], texture2d aSampledTexture_Tex [[texture(2)]], sampler aSampledTexture_Smplr [[sampler(2)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{aTexture, {aSampledTexture_Tex, aSampledTexture_Smplr}}; (void)_globals; Outputs _out; (void)_out; _out.sk_FragColor = helper_h4TZ(_in, _globals.aTexture, _globals.aSampledTexture); return _out; }