#include #include using namespace metal; struct UBO { float4 v[64]; }; struct SSBO { float4 v[1]; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { int vIndex [[user(locn0)]]; float2 vUV [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant UBO* ubos_0 [[buffer(0)]], constant UBO* ubos_1 [[buffer(1)]], const device SSBO* ssbos_0 [[buffer(2)]], const device SSBO* ssbos_1 [[buffer(3)]], array, 8> uSamplers [[texture(0)]], array, 8> uCombinedSamplers [[texture(8)]], array uSamps [[sampler(1)]], array uCombinedSamplersSmplr [[sampler(8)]]) { constant UBO* ubos[] = { ubos_0, ubos_1, }; const device SSBO* ssbos[] = { ssbos_0, ssbos_1, }; main0_out out = {}; int i = in.vIndex; int _24 = i + 10; out.FragColor = uSamplers[_24].sample(uSamps[i + 40], in.vUV); int _50 = i + 10; out.FragColor = uCombinedSamplers[_50].sample(uCombinedSamplersSmplr[_50], in.vUV); out.FragColor += ubos[(i + 20)]->v[i + 40]; out.FragColor += ssbos[(i + 50)]->v[i + 60]; return out; }