Welcome to mirror list, hosted at ThFree Co, Russian Federation.

shadow-compare-global-alias.invalid.frag « frag « shaders-msl-no-opt « reference - github.com/KhronosGroup/SPIRV-Cross.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 8f7b8ece499dadc085ba351f1924e38b237c36bc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
#pragma clang diagnostic ignored "-Wmissing-prototypes"

#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct main0_out
{
    float FragColor [[color(0)]];
};

struct main0_in
{
    float3 vUV [[user(locn0)]];
};

static inline __attribute__((always_inline))
float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp)
{
    return uTex.sample_compare(uSamp, uv.xy, uv.z);
}

static inline __attribute__((always_inline))
float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV)
{
    return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z);
}

static inline __attribute__((always_inline))
float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV)
{
    return uT.sample_compare(uS, vUV.xy, vUV.z);
}

static inline __attribute__((always_inline))
float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV)
{
    return uS.sample_compare(uSSmplr, vUV.xy, vUV.z);
}

fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTex [[texture(0)]], depth2d<float> uSampler [[texture(1)]], sampler uSamp [[sampler(0)]], sampler uSamplerSmplr [[sampler(1)]])
{
    main0_out out = {};
    out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
    out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
    float3 param = in.vUV;
    out.FragColor += Samp(param, uTex, uSamp);
    float3 param_1 = in.vUV;
    out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV);
    float3 param_2 = in.vUV;
    out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV);
    float3 param_3 = in.vUV;
    out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV);
    return out;
}