// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct uGridlineColor { float4 gridlineColor; }; struct uGroundColor { float4 groundColor; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vTexCoord [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant uGridlineColor& _33 [[buffer(0)]], constant uGroundColor& _42 [[buffer(1)]]) { main0_out out = {}; float2 texCoordPx = fract(in.vTexCoord) / fwidth(in.vTexCoord); float4 _28; if (any(texCoordPx <= float2(1.0))) { _28 = _33.gridlineColor; } else { _28 = _42.groundColor; } out.oFragColor = _28; return out; }