23 lines
431 B
GLSL
23 lines
431 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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half4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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half2 UV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = half4(uTexture.sample(uTextureSmplr, float2(in.UV)));
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return out;
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}
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