// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uStencilTexture [[id(0)]]; sampler uStencilTextureSmplr [[id(1)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vTexCoord [[user(locn0)]]; float vBackdrop [[user(locn1)]]; float4 vColor [[user(locn2)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float coverage = abs(spvDescriptorSet0.uStencilTexture.sample(spvDescriptorSet0.uStencilTextureSmplr, in.vTexCoord).x + in.vBackdrop); out.oFragColor = float4(in.vColor.xyz, in.vColor.w * coverage); return out; }