#include #include using namespace metal; struct main0_out { float2 FragColor [[color(0)]]; }; struct main0_in { float3 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d uSampler2D [[texture(0)]], texture3d uSampler3D [[texture(1)]], texturecube uSamplerCube [[texture(2)]], texture2d uTexture2D [[texture(3)]], texture3d uTexture3D [[texture(4)]], texturecube uTextureCube [[texture(5)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]]) { main0_out out = {}; out.FragColor = float2(0.0); float2 _79; _79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy); _79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy); out.FragColor += _79; float2 _84; _84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV); _84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV); out.FragColor += _84; float2 _89; _89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV); _89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV); out.FragColor += _89; float2 _97; _97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy); _97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy); out.FragColor += _97; float2 _104; _104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV); _104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _104; float2 _111; _111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV); _111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _111; float2 _118; _118.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy); _118.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy); out.FragColor += _118; float2 _123; _123.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV); _123.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV); out.FragColor += _123; float2 _128; _128.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV); _128.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV); out.FragColor += _128; float2 _136; _136.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy); _136.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy); out.FragColor += _136; float2 _143; _143.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV); _143.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _143; float2 _150; _150.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV); _150.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV); out.FragColor += _150; return out; }