SPIRV-Cross/reference/shaders-msl/frag/swizzle.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float2 vUV [[user(locn2)]];
float3 vNormal [[user(locn1)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> samp [[texture(0)]], sampler sampSmplr [[sampler(0)]])
{
main0_out out = {};
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xyz, 1.0);
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xz, 1.0, 4.0);
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xx, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy);
out.FragColor = float4(in.vNormal, 1.0);
out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0);
out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875));
return out;
}