#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; fragment main0_out main0(texture2d uTexture [[texture(0)]], texture2d uTexture2 [[texture(1)]], sampler uTextureSmplr [[sampler(0)]], sampler uTexture2Smplr [[sampler(1)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; out.FragColor = uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(1)), 0); out.FragColor += uTexture2.read(uint2(uint(int(gl_FragCoord.x)), 0) + uint2(uint(-1), 0), 0); return out; }