SPIRV-Cross/reference/opt/shaders-msl/frag/sample-depth-propagate-state-from-resource.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTexture [[texture(0)]], sampler uSampler [[sampler(0)]], sampler uSamplerShadow [[sampler(1)]])
{
main0_out out = {};
out.FragColor = float4(uTexture.sample(uSampler, in.vUV.xy)).x;
out.FragColor += uTexture.sample_compare(uSamplerShadow, in.vUV.xy, in.vUV.z);
return out;
}