#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float4 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texturecube cubeSampler [[texture(0)]], texturecube_array cubeArraySampler [[texture(1)]], texture2d_array texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]]) { main0_out out = {}; float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz); float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w))); float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z))); out.FragColor = (a + b) + c; return out; }