// 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 float4& uColor [[buffer(0)]], texture2d uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]]) { main0_out out = {}; float alpha = uTexture.sample(uTextureSmplr, in.vTexCoord).x * uColor.w; out.oFragColor = float4(uColor.xyz, 1.0) * alpha; return out; }