#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float3 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d uSamp [[texture(0)]], depth2d uSampShadow [[texture(1)]], sampler uSampSmplr [[sampler(0)]], sampler uSampShadowSmplr [[sampler(1)]]) { main0_out out = {}; out.FragColor = uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::x); out.FragColor += uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::y); out.FragColor += uSampShadow.gather_compare(uSampShadowSmplr, in.vUV.xy, in.vUV.z); return out; }