#include using namespace metal; struct PS_INPUT { float4 pos [[ position ]]; float4 col; float2 uv; }; fragment float4 FS( PS_INPUT input [[ stage_in ]], texture2d FontTexture [[ texture(0) ]], sampler FontSampler [[ sampler(0) ]]) { float4 out_col = input.col * FontTexture.sample(FontSampler, input.uv); return out_col; }