#include #include using namespace metal; struct main0_out { float4 FragColor [[color(0)]]; }; fragment main0_out main0(constant uint* spvViewMask [[buffer(24)]], texture2d_ms_array uSubpass0 [[texture(0)]], texture2d_ms_array uSubpass1 [[texture(1)]], uint gl_SampleID [[sample_id]], float4 gl_FragCoord [[position]], uint gl_ViewIndex [[render_target_array_index]]) { main0_out out = {}; gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5; gl_ViewIndex += spvViewMask[0]; out.FragColor = (uSubpass0.read(uint2(gl_FragCoord.xy), gl_ViewIndex, 1) + uSubpass1.read(uint2(gl_FragCoord.xy), gl_ViewIndex, 2)) + uSubpass0.read(uint2(gl_FragCoord.xy), gl_ViewIndex, gl_SampleID); return out; }