pathfinder/resources/shaders/metal/tile_solid.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
{
texture2d<float> uPaintTexture [[id(0)]];
sampler uPaintTextureSmplr [[id(1)]];
};
struct main0_out
{
float4 oFragColor [[color(0)]];
};
struct main0_in
{
float2 vColorTexCoord [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
main0_out out = {};
float4 color = spvDescriptorSet0.uPaintTexture.sample(spvDescriptorSet0.uPaintTextureSmplr, in.vColorTexCoord);
out.oFragColor = float4(color.xyz * color.w, color.w);
return out;
}