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cell/shaders/msl/model.frag.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 out_var_SV_TARGET [[color(0)]];
};
struct main0_in
{
float2 in_var_TEXCOORD0 [[user(locn0)]];
float3 in_var_COLOR1 [[user(locn3)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> diffuse [[texture(0)]], sampler smp [[sampler(0)]])
{
main0_out out = {};
out.out_var_SV_TARGET = float4(diffuse.sample(smp, in.in_var_TEXCOORD0).xyz * in.in_var_COLOR1, 1.0);
return out;
}