#include using namespace metal; struct CopyVertexOut { float4 position [[position]]; float2 uv; }; struct TexCoords { float data[4]; }; struct ConstantBuffers { constant TexCoords* tex_coord; }; struct Textures { texture2d_ms texture; }; vertex CopyVertexOut vertexMain(uint vid [[vertex_id]], constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) { CopyVertexOut out; int low = vid & 1; int high = vid >> 1; out.uv.x = constant_buffers.tex_coord->data[low]; out.uv.y = constant_buffers.tex_coord->data[2 + high]; out.position.x = (float(low) - 0.5f) * 2.0f; out.position.y = (float(high) - 0.5f) * 2.0f; out.position.z = 0.0f; out.position.w = 1.0f; return out; } fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]], constant Textures &textures [[buffer(TEXTURES_INDEX)]], uint sample_id [[sample_id]]) { uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height()); uint2 tex_coord = uint2(in.uv * float2(tex_size)); return textures.texture.read(tex_coord, sample_id); }