// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float4* uColor [[id(0)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; out.oFragColor = float4((*spvDescriptorSet0.uColor).xyz, 1.0) * (*spvDescriptorSet0.uColor).w; return out; }