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