#include using namespace metal; struct xlatMtlShaderInput { float2 varUV; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]]) { xlatMtlShaderOutput _mtl_o; float4 tmpvar_1; tmpvar_1 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.varUV), level(0.0)).xxxx; _mtl_o._fragData = half4(tmpvar_1); return _mtl_o; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: varUV (high float) 2x1 [-1] // textures: 1 // #0: _CameraDepthTexture (high 2d) 0x0 [-1] loc 0