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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