#include using namespace metal; constexpr sampler _mtl_xl_shadow_sampler(address::clamp_to_edge, filter::linear, compare_func::less); struct xlatMtlShaderInput { half4 uv; }; struct xlatMtlShaderOutput { half4 _fragColor [[color(0)]]; }; struct xlatMtlShaderUniform { }; ; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , depthcube shadowmap [[texture(0)]], sampler _mtlsmp_shadowmap [[sampler(0)]]) { xlatMtlShaderOutput _mtl_o; half4 tmpvar_1; tmpvar_1 = half4(shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float3)(_mtl_i.uv).xyz, (_mtl_i.uv).w)); _mtl_o._fragColor = tmpvar_1; return _mtl_o; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: uv (medium float) 4x1 [-1] // textures: 1 // #0: shadowmap (low cube) 0x0 [-1] loc 0