#include #include using namespace metal; struct UBO { float4 results[1024]; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { int vIn [[user(locn0)]]; int vIn2 [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d Buf [[texture(0)]], sampler BufSmplr [[sampler(0)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; int _40 = Buf.read(uint2(int2(gl_FragCoord.xy)), 0).x % 16; out.FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(in.vIn * in.vIn) + (in.vIn2 * in.vIn2)]; return out; }