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1#include <metal_stdlib>
2#include <simd/simd.h>
3
4using namespace metal;
5
6struct UBO
7{
8    float4 results[1024];
9};
10
11struct main0_out
12{
13    float4 FragColor [[color(0)]];
14};
15
16struct main0_in
17{
18    int vIn [[user(locn0)]];
19    int vIn2 [[user(locn1)]];
20};
21
22fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d<int> Buf [[texture(0)]], sampler BufSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
23{
24    main0_out out = {};
25    int4 coords = Buf.read(uint2(int2(gl_FragCoord.xy)), 0);
26    float4 foo = _34.results[coords.x % 16];
27    int c = in.vIn * in.vIn;
28    int d = in.vIn2 * in.vIn2;
29    out.FragColor = (foo + foo) + _34.results[c + d];
30    return out;
31}
32
33