1#include <metal_stdlib> 2#include <simd/simd.h> 3 4using namespace metal; 5 6struct main0_out 7{ 8 float4 FragColor [[color(0)]]; 9}; 10 11fragment main0_out main0(texture2d_ms<float> uSubpass0 [[texture(0)]], texture2d_ms<float> uSubpass1 [[texture(1)]], uint gl_SampleID [[sample_id]], float4 gl_FragCoord [[position]]) 12{ 13 main0_out out = {}; 14 gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5; 15 out.FragColor = (uSubpass0.read(uint2(gl_FragCoord.xy), 1) + uSubpass1.read(uint2(gl_FragCoord.xy), 2)) + uSubpass0.read(uint2(gl_FragCoord.xy), gl_SampleID); 16 return out; 17} 18 19