#include #include using namespace metal; struct type_Uniforms { float brightnessFactor; }; constant float4 _28 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; float4 out_var_SV_Target1 [[color(1)]]; }; struct main0_in { float3 in_var_TEXCOORD0 [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texturecube SkyboxTexture [[texture(0)]], sampler SkyboxSampler [[sampler(0)]]) { main0_out out = {}; float4 _38 = SkyboxTexture.sample(SkyboxSampler, in.in_var_TEXCOORD0) * Uniforms.brightnessFactor; out.out_var_SV_Target0 = _38; out.out_var_SV_Target1 = select(_28, _38, bool4(length(_38) > 1.0)); return out; }