#include #include using namespace metal; struct sampler2D { texture2d 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 Uniforms { float4x4 colorXform; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { sampler2D s; }; thread bool operator==(const float4x4 left, const float4x4 right); thread bool operator!=(const float4x4 left, const float4x4 right); thread bool operator==(const float4x4 left, const float4x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]) && all(left[3] == right[3]); } thread bool operator!=(const float4x4 left, const float4x4 right) { return !(left == right); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d s_Tex [[texture(0)]], sampler s_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{{s_Tex, s_Smplr}}; (void)_globals; Outputs _out; (void)_out; float4 tmpColor; _out.sk_FragColor = (tmpColor = float4(sample(_globals.s, float2(1.0))), half4(_uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor)); return _out; }