#include #include using namespace metal; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { texture2d texA; sampler texASmplr; texture2d texB; sampler texBSmplr; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d 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; }