#include #include using namespace metal; struct main0_in { float4 vInput [[user(locn0)]]; }; struct main0_out { float4 FragColor [[color(0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]]) { main0_out out = {}; out.FragColor = in.vInput; float4 _23 = uSampler.sample(uSamplerSmplr, in.vInput.xy); float4 _26 = dfdx(in.vInput); float4 _29 = dfdy(in.vInput); float4 _32 = fwidth(in.vInput); float4 _35 = dfdx(in.vInput); float4 _38 = dfdy(in.vInput); float4 _41 = fwidth(in.vInput); float4 _44 = dfdx(in.vInput); float4 _47 = dfdy(in.vInput); float4 _50 = fwidth(in.vInput); if (in.vInput.y > 10.0) { out.FragColor += _23; out.FragColor += _26; out.FragColor += _29; out.FragColor += _32; out.FragColor += _35; out.FragColor += _38; out.FragColor += _41; out.FragColor += _44; out.FragColor += _47; out.FragColor += _50; } return out; }