// 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 vTexCoord0 [[user(locn0)]]; float vBackdrop0 [[user(locn1)]]; float2 vTexCoord1 [[user(locn2)]]; float vBackdrop1 [[user(locn3)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d uSrc [[texture(0)]], sampler uSrcSmplr [[sampler(0)]]) { main0_out out = {}; out.oFragColor = fast::min(abs(uSrc.sample(uSrcSmplr, in.vTexCoord0) + float4(in.vBackdrop0)), abs(uSrc.sample(uSrcSmplr, in.vTexCoord1) + float4(in.vBackdrop1))); return out; }