#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]], float4 uGridlineColor [[buffer(0)]], float4 uGroundColor [[buffer(1)]]) { main0_out out = {}; float2 texCoordPx = fract(in.vTexCoord) / fwidth(in.vTexCoord); bool4 _33 = bool4(any(texCoordPx <= float2(1.0))); out.oFragColor = float4(_33.x ? uGridlineColor.x : uGroundColor.x, _33.y ? uGridlineColor.y : uGroundColor.y, _33.z ? uGridlineColor.z : uGroundColor.z, _33.w ? uGridlineColor.w : uGroundColor.w); return out; }