SPIRV-Cross/reference/shaders-msl/frag/sample-mask-in-and-out.fixed-sample-mask.frag

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GLSL
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
uint gl_SampleMask [[sample_mask]];
};
fragment main0_out main0(uint gl_SampleMaskIn [[sample_mask]])
{
main0_out out = {};
out.FragColor = float4(1.0);
out.gl_SampleMask = (gl_SampleMaskIn & 0x22);
out.gl_SampleMask &= 0x22;
return out;
}