// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uFramebufferSize [[id(0)]]; texture2d uSrc [[id(1)]]; sampler uSrcSmplr [[id(2)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; float2 texCoord = gl_FragCoord.xy / (*spvDescriptorSet0.uFramebufferSize); out.oFragColor = spvDescriptorSet0.uSrc.sample(spvDescriptorSet0.uSrcSmplr, texCoord); return out; }