#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 vTex [[user(locn0), flat]]; int vIndex [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]], array, 4> uSampler [[texture(0)]], array, 4> uTextures [[texture(8)]], array uSamplerSmplr [[sampler(0)]], array uSamplers [[sampler(4)]]) { main0_out out = {}; out.FragColor = float4(0.0); out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex); out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex); out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.100000001490116119384765625))); out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.20000000298023223876953125))); out.FragColor += uSampler[3].sample(uSamplerSmplr[3], (in.vTex + float2(0.300000011920928955078125))); return out; }