SPIRV-Cross/reference/shaders-msl/frag/buffer-read-write.texture-buffer-native.msl21.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(texture_buffer<float> buf [[texture(0)]], texture_buffer<float, access::write> bufOut [[texture(1)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
out.FragColor = buf.read(uint(0));
bufOut.write(out.FragColor, uint(int(gl_FragCoord.x)));
return out;
}