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cell/shaders/msl/model_lit.frag.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct type_LightBuffer
{
float4 uDiffuseColor;
float3 uLightDirection;
float4 uLightColor;
};
struct main0_out
{
float4 out_var_SV_TARGET [[color(0)]];
};
struct main0_in
{
float2 in_var_TEXCOORD0 [[user(locn0)]];
float3 in_var_NORMAL [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant type_LightBuffer& LightBuffer [[buffer(0)]], texture2d<float> uDiffuseTexture [[texture(0)]], sampler samplerState [[sampler(0)]])
{
main0_out out = {};
out.out_var_SV_TARGET = uDiffuseTexture.sample(samplerState, in.in_var_TEXCOORD0) * (LightBuffer.uLightColor * fast::clamp(dot(fast::normalize(in.in_var_NORMAL), -LightBuffer.uLightDirection), 0.0, 1.0));
return out;
}