6 #include <metal_stdlib>
13 float4x4 VIEW_PROJECTION_MATRIX;
18 float4 vColor [[user(locn0)]];
19 float2 vTexCoord [[user(locn1)]];
20 float4 gl_Position [[position]];
25 float3 a_vertex [[attribute(0)]];
26 float4 a_color [[attribute(1)]];
27 float2 a_uv [[attribute(2)]];
30 vertex main0_out main0(main0_in in [[stage_in]], constant UniformBlock& _30 [[buffer(0)]])
33 out.vColor = in.a_color;
34 out.vTexCoord = in.a_uv;
35 out.gl_Position = _30.VIEW_PROJECTION_MATRIX * float4(in.a_vertex, 1.0);
40 #include <metal_stdlib>
41 #include <simd/simd.h>
43 using namespace metal;
47 float4 FragColor [[color(0)]];
52 float4 vColor [[user(locn0)]];
53 float2 vTexCoord [[user(locn1)]];
56 fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> u_texture [[texture(0)]], sampler u_textureSmplr [[sampler(0)]])
59 float4 tex = u_texture.sample(u_textureSmplr, in.vTexCoord);
60 if (tex.w < 0.100000001490116119384765625)
64 out.FragColor = tex * in.vColor;