#include #include using namespace metal; struct main0_out { float FragColor [[color(0)]]; }; struct main0_in { float3 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], depth2d uTex [[texture(0)]], depth2d uSampler [[texture(1)]], sampler uSamp [[sampler(0)]], sampler uSamplerSmplr [[sampler(1)]]) { main0_out out = {}; out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z); out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z); out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z); out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z); out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z); out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z); return out; }