#include using namespace metal; struct CopyVertexOut { float4 position [[position]]; float2 uv; }; struct Textures { texture2d_ms texture; }; struct FragmentOut { float depth [[depth(any)]]; }; fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]], constant Textures &textures [[buffer(TEXTURES_INDEX)]], uint sample_id [[sample_id]]) { FragmentOut out; uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height()); uint2 tex_coord = uint2(in.uv * float2(tex_size)); out.depth = textures.texture.read(tex_coord, sample_id).r; return out; }