SPIRV-Cross/reference/shaders-msl/frag/sampler-ms.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 gl_FragCoord [[position]], texture2d_ms<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
int2 coord = int2(gl_FragCoord.xy);
out.FragColor = ((uSampler.read(uint2(coord.xy), 0) + uSampler.read(uint2(coord.xy), 1)) + uSampler.read(uint2(coord.xy), 2)) + uSampler.read(uint2(coord.xy), 3);
return out;
}