SPIRV-Cross/reference/shaders-msl-no-opt/frag/subpass-input.decoration-binding.framebuffer-fetch.msl23.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(float4 uSub [[color(1)]], texture2d<float> uTex [[texture(9)]], sampler uSampler [[sampler(8)]])
{
main0_out out = {};
out.FragColor = uSub + uTex.sample(uSampler, float2(0.5));
return out;
}