| #include <metal_stdlib> | 
 | #include <simd/simd.h> | 
 | using namespace metal; | 
 |  | 
 | struct sampler2D { | 
 |     texture2d<half> tex; | 
 |     sampler smp; | 
 | }; | 
 | half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); } | 
 | half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); } | 
 | half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); } | 
 | half4 sampleLod(sampler2D i, float3 p, float lod) { | 
 |     return i.tex.sample(i.smp, p.xy / p.z, level(lod)); | 
 | } | 
 | half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) { | 
 |     return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy)); | 
 | } | 
 |  | 
 | struct Inputs { | 
 | }; | 
 | struct Outputs { | 
 |     half4 sk_FragColor [[color(0)]]; | 
 | }; | 
 | struct Globals { | 
 |     sampler2D t; | 
 | }; | 
 | fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<half> t_Tex [[texture(0)]], sampler t_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { | 
 |     Globals _globals{{t_Tex, t_Smplr}}; | 
 |     (void)_globals; | 
 |     Outputs _out; | 
 |     (void)_out; | 
 |     half4 c = sample(_globals.t, float2(0.0)); | 
 |     _out.sk_FragColor = c * sample(_globals.t, float3(1.0)); | 
 |     return _out; | 
 | } |