#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 Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { sampler2D mtlSampler; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d mtlSampler_Tex [[texture(0)]], sampler mtlSampler_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{{mtlSampler_Tex, mtlSampler_Smplr}}; (void)_globals; Outputs _out; (void)_out; _out.sk_FragColor = sample(_globals.mtlSampler, float2(0.0)); return _out; }