#include <metal_stdlib> | |
#include <simd/simd.h> | |
using namespace metal; | |
struct main0_out | |
{ | |
float4 FragColor [[color(0)]]; | |
}; | |
fragment main0_out main0(texture2d<float> uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]], float4 gl_FragCoord [[position]]) | |
{ | |
main0_out out = {}; | |
out.FragColor = uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(1)), 0); | |
out.FragColor += uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(-1, 1)), 0); | |
return out; | |
} | |