// 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 float4x4& uOldTransform [[buffer(0)]], texture2d uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]]) { main0_out out = {}; float4 normTexCoord = uOldTransform * float4(in.vTexCoord, 0.0, 1.0); float2 texCoord = ((normTexCoord.xy / float2(normTexCoord.w)) + float2(1.0)) * 0.5; out.oFragColor = uTexture.sample(uTextureSmplr, texCoord); return out; }