SPIRV-Cross/reference/opt/shaders-msl/frag/bitcasting.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor0 [[color(0)]];
float4 FragColor1 [[color(1)]];
};
struct main0_in
{
float4 VertGeom [[user(locn0)]];
};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> TextureBase [[texture(0)]], texture2d<float> TextureDetail [[texture(1)]], sampler TextureBaseSmplr [[sampler(0)]], sampler TextureDetailSmplr [[sampler(1)]])
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{
main0_out out = {};
float4 _20 = TextureBase.sample(TextureBaseSmplr, in.VertGeom.xy);
float4 _31 = TextureDetail.sample(TextureDetailSmplr, in.VertGeom.xy, int2(3, 2));
out.FragColor0 = as_type<float4>(as_type<int4>(_20)) * as_type<float4>(as_type<int4>(_31));
out.FragColor1 = as_type<float4>(as_type<uint4>(_20)) * as_type<float4>(as_type<uint4>(_31));
return out;
}