#include <metal_stdlib> | |
#include <simd/simd.h> | |
using namespace metal; | |
struct spvDescriptorSetBuffer0 | |
{ | |
sampler uSampler [[id(8)]]; | |
texture2d<float> uTex [[id(9)]]; | |
}; | |
struct main0_out | |
{ | |
float4 FragColor [[color(0)]]; | |
}; | |
fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 uSub [[color(1)]]) | |
{ | |
main0_out out = {}; | |
out.FragColor = uSub + spvDescriptorSet0.uTex.sample(spvDescriptorSet0.uSampler, float2(0.5)); | |
return out; | |
} | |