| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Inputs { |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| struct Globals { |
| texture2d<float> texA; |
| sampler texASmplr; |
| texture2d<float> texB; |
| sampler texBSmplr; |
| }; |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Globals _globals{texA, texASmplr, texB, texBSmplr}; |
| (void)_globals; |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = _globals.texA.sample(_globals.texASmplr, float2(0.0)) * _globals.texB.sample(_globals.texBSmplr, float2(0.0)); |
| return _out; |
| } |