#include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uTexture2 [[id(0)]]; sampler uTexture2Smplr [[id(1)]]; texture2d uTexture1 [[id(2)]]; sampler uTexture1Smplr [[id(3)]]; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 vUV [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], texture2d uTextureDiscrete2 [[texture(0)]], sampler uTextureDiscrete2Smplr [[sampler(0)]]) { main0_out out = {}; out.FragColor = spvDescriptorSet0.uTexture2.sample(spvDescriptorSet0.uTexture2Smplr, in.vUV); out.FragColor += uTextureDiscrete2.sample(uTextureDiscrete2Smplr, in.vUV); return out; }