#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float4 vColor [[user(locn0)]]; float2 vTex_0 [[user(locn1)]]; float2 vTex_1 [[user(locn2)]]; float2 vTex_2 [[user(locn3)]]; float2 vTex_3 [[user(locn4)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], texture2d uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]], uint gl_ViewIndex [[render_target_array_index]]) { main0_out out = {}; float2 vTex[4] = {}; vTex[0] = in.vTex_0; vTex[1] = in.vTex_1; vTex[2] = in.vTex_2; vTex[3] = in.vTex_3; gl_ViewIndex += spvViewMask[0]; out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]); return out; }