#include using namespace metal; struct xlatMtlShaderInput { float4 uvHi; half4 uvMed; }; struct xlatMtlShaderOutput { half4 _fragColor [[color(0)]]; }; struct xlatMtlShaderUniform { }; ; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]]) { xlatMtlShaderOutput _mtl_o; half4 tmpvar_1; half4 tmpvar_2; tmpvar_2 = tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uvHi.xy), level(0.0)); tmpvar_1 = tmpvar_2; half4 tmpvar_3; tmpvar_3 = tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uvMed.xy), level(_mtl_i.uvMed.z)); _mtl_o._fragColor = (tmpvar_1 + tmpvar_3); return _mtl_o; } // stats: 1 alu 2 tex 0 flow // inputs: 2 // #0: uvHi (high float) 4x1 [-1] // #1: uvMed (medium float) 4x1 [-1] // textures: 1 // #0: tex (low 2d) 0x0 [-1] loc 0