pathfinder/resources/shaders/metal/tile_copy.fs.metal

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Metal
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
constant float2* uFramebufferSize [[id(0)]];
texture2d<float> uSrc [[id(1)]];
sampler uSrcSmplr [[id(2)]];
};
struct main0_out
{
float4 oFragColor [[color(0)]];
};
fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float2 texCoord = gl_FragCoord.xy / (*spvDescriptorSet0.uFramebufferSize);
out.oFragColor = spvDescriptorSet0.uSrc.sample(spvDescriptorSet0.uSrcSmplr, texCoord);
return out;
}