Backlog/depot/content/_shaders/msl/skybox.frag.msl

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#include <metal_stdlib>
#include <simd/simd.h>
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<float> 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;
}