SPIRV-Cross/reference/opt/shaders-msl/frag/input-attachment.arrayed-subpass.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(texture2d_array<float> uSubpass0 [[texture(0)]], texture2d_array<float> uSubpass1 [[texture(1)]], float4 gl_FragCoord [[position]], uint gl_Layer [[render_target_array_index]])
{
main0_out out = {};
out.FragColor = uSubpass0.read(uint2(gl_FragCoord.xy), gl_Layer) + uSubpass1.read(uint2(gl_FragCoord.xy), gl_Layer);
return out;
}