#include using namespace metal; struct xlatMtlShaderInput { float3 uv; }; struct xlatMtlShaderOutput { half4 _fragColor [[color(0)]]; }; struct xlatMtlShaderUniform { }; ; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture3d tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]]) { xlatMtlShaderOutput _mtl_o; _mtl_o._fragColor = tex.sample(_mtlsmp_tex, (float3)(_mtl_i.uv)); return _mtl_o; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: uv (high float) 3x1 [-1] // textures: 1 // #0: tex (low 3d) 0x0 [-1] loc 0