#include #include using namespace metal; struct Uniforms { float4x4 colorXform; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct Globals { texture2d sampler; sampler samplerSmplr; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d sampler[[texture(0)]], sampler samplerSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals globalStruct{sampler, samplerSmplr}; thread Globals* _globals = &globalStruct; (void)_globals; Outputs _outputStruct; thread Outputs* _out = &_outputStruct; float4 tmpColor; _out->sk_FragColor = (tmpColor = _globals->sampler.sample(_globals->samplerSmplr, float2(1.0)) , _uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); return *_out; }