// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float4x4* uOldTransform [[id(0)]]; texture2d uTexture [[id(1)]]; sampler uTextureSmplr [[id(2)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vTexCoord [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float4 normTexCoord = (*spvDescriptorSet0.uOldTransform) * float4(in.vTexCoord, 0.0, 1.0); float2 texCoord = ((normTexCoord.xy / float2(normTexCoord.w)) + float2(1.0)) * 0.5; out.oFragColor = spvDescriptorSet0.uTexture.sample(spvDescriptorSet0.uTextureSmplr, texCoord); return out; }