// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float4* uGridlineColor [[id(0)]]; constant float4* uGroundColor [[id(1)]]; }; 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 = {}; float2 texCoordPx = fract(in.vTexCoord) / fwidth(in.vTexCoord); out.oFragColor = select((*spvDescriptorSet0.uGroundColor), (*spvDescriptorSet0.uGridlineColor), bool4(any(texCoordPx <= float2(1.0)))); return out; }