#pragma clang diagnostic ignored "-Wmissing-braces" #pragma clang diagnostic ignored "-Wunused-variable" #include #include template struct unsafe_array { T __Elements[Num ? Num : 1]; constexpr size_t size() const thread { return Num; } constexpr size_t max_size() const thread { return Num; } constexpr bool empty() const thread { return Num == 0; } constexpr size_t size() const device { return Num; } constexpr size_t max_size() const device { return Num; } constexpr bool empty() const device { return Num == 0; } constexpr size_t size() const constant { return Num; } constexpr size_t max_size() const constant { return Num; } constexpr bool empty() const constant { return Num == 0; } constexpr size_t size() const threadgroup { return Num; } constexpr size_t max_size() const threadgroup { return Num; } constexpr bool empty() const threadgroup { return Num == 0; } thread T &operator[](size_t pos) thread { return __Elements[pos]; } constexpr const thread T &operator[](size_t pos) const thread { return __Elements[pos]; } device T &operator[](size_t pos) device { return __Elements[pos]; } constexpr const device T &operator[](size_t pos) const device { return __Elements[pos]; } constexpr const constant T &operator[](size_t pos) const constant { return __Elements[pos]; } threadgroup T &operator[](size_t pos) threadgroup { return __Elements[pos]; } constexpr const threadgroup T &operator[](size_t pos) const threadgroup { return __Elements[pos]; } }; using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float3 vNormal [[user(locn1)]]; float2 vUV [[user(locn2)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d samp [[texture(0)]], sampler sampSmplr [[sampler(0)]]) { main0_out out = {}; out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xyz, 1.0); out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xz, 1.0, 4.0); out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xx, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy); out.FragColor = float4(in.vNormal, 1.0); out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0); out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875)); return out; }