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#include <metal_stdlib>
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<float> _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
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