#include #include using namespace metal; struct UBO { float4 v; }; struct spvDescriptorSetBuffer0 { array, 10000> uSamplers [[id(0)]]; array uSamplersSmplr [[id(10000)]]; }; struct spvDescriptorSetBuffer1 { constant UBO* vs [[id(0)]][10000]; }; struct spvDescriptorSetBuffer2 { texture2d uSampler [[id(0)]]; sampler uSamplerSmplr [[id(1)]]; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], const device spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], const device spvDescriptorSetBuffer1& spvDescriptorSet1 [[buffer(1)]], constant spvDescriptorSetBuffer2& spvDescriptorSet2 [[buffer(2)]]) { main0_out out = {}; out.FragColor = (spvDescriptorSet0.uSamplers[9999].sample(spvDescriptorSet0.uSamplersSmplr[9999], in.vUV) + spvDescriptorSet1.vs[5000]->v) + spvDescriptorSet2.uSampler.sample(spvDescriptorSet2.uSamplerSmplr, in.vUV); return out; }