SPIRV-Cross/reference/opt/shaders-msl/asm/frag/texture-sampling-fp16.asm.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
half4 FragColor [[color(0)]];
};
struct main0_in
{
half2 UV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]])
{
main0_out out = {};
out.FragColor = half4(uTexture.sample(uTextureSmplr, float2(in.UV)));
return out;
}