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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
bool gl_HelperInvocation = simd_is_helper_thread();
float4 _52;
if (!gl_HelperInvocation)
{
_52 = uSampler.sample(uSamplerSmplr, in.vUV, level(0.0));
}
else
{
_52 = float4(1.0);
}
out.FragColor = _52;
return out;
}
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