// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uMaskTexture [[id(0)]]; sampler uMaskTextureSmplr [[id(1)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vMaskTexCoord [[user(locn0)]]; float vBackdrop [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; out.oFragColor = float4(abs(spvDescriptorSet0.uMaskTexture.sample(spvDescriptorSet0.uMaskTextureSmplr, in.vMaskTexCoord).x + in.vBackdrop)); return out; }