| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct spvDescriptorSetBuffer0 |
| { |
| texture2d<float> uTexture2 [[id(0)]]; |
| sampler uTexture2Smplr [[id(1)]]; |
| texture2d<float> uTexture1 [[id(2)]]; |
| sampler uTexture1Smplr [[id(3)]]; |
| }; |
| |
| struct main0_out |
| { |
| float4 FragColor [[color(0)]]; |
| }; |
| |
| struct main0_in |
| { |
| float2 vUV [[user(locn0)]]; |
| }; |
| |
| fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], texture2d<float> uTextureDiscrete2 [[texture(0)]], sampler uTextureDiscrete2Smplr [[sampler(0)]]) |
| { |
| main0_out out = {}; |
| out.FragColor = spvDescriptorSet0.uTexture2.sample(spvDescriptorSet0.uTexture2Smplr, in.vUV); |
| out.FragColor += uTextureDiscrete2.sample(uTextureDiscrete2Smplr, in.vUV); |
| return out; |
| } |
| |