#include using namespace metal; struct _shade_Input { float2 uv [[user(locn0)]]; float3 normal [[user(locn1)]]; }; struct _shade_Output { float4 color [[user(locn0)]]; }; fragment _shade_Output shade(_shade_Input input [[stage_in]], texture2d material_tex_tex [[texture(0)]], sampler material_tex_samp [[sampler(0)]]) { _shade_Output __luma_output; float4 albedo = material_tex_tex.sample(material_tex_samp, input.uv); __luma_output.color = float4(albedo.rgb, 1.0); return __luma_output; }