SPIRV-Cross/reference/opt/shaders-msl/comp/argument-buffers-image-load-store.ios.msl2.argument.comp

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
kernel void main0(texture2d<float, access::write> uImage [[texture(0)]], texture2d<float> uImageRead [[texture(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
int2 _17 = int2(gl_GlobalInvocationID.xy);
uImage.write(uImageRead.read(uint2(_17)), uint2(_17));
}