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cell/shaders/msl/sprite.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)]];
float4 in_var_COLOR0 [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> diffuse [[texture(0)]], sampler smp [[sampler(0)]])
{
main0_out out = {};
float4 _29 = diffuse.sample(smp, in.in_var_TEXCOORD0);
float4 _30 = _29 * in.in_var_COLOR0;
if ((_30.w - 0.00999999977648258209228515625) < 0.0)
{
discard_fragment();
}
out.out_var_SV_TARGET = _30;
return out;
}