SPIRV-Cross/shaders-msl/frag/post-depth-coverage.msl23.frag

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#version 450
#extension GL_ARB_post_depth_coverage : require
layout(post_depth_coverage) in;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = vec4(gl_SampleMaskIn[0]);
}