// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vTexCoord [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant float4& uGridlineColor [[buffer(0)]], constant float4& uGroundColor [[buffer(1)]]) { main0_out out = {}; float2 texCoordPx = fract(in.vTexCoord) / fwidth(in.vTexCoord); out.oFragColor = select(uGroundColor, uGridlineColor, bool4(any(texCoordPx <= float2(1.0)))); return out; }