SPIRV-Cross/reference/shaders-msl/frag/control-dependent-in-branch.desktop.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float4 vInput [[user(locn0)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
out.FragColor = in.vInput;
float4 t = uSampler.sample(uSamplerSmplr, in.vInput.xy);
float4 d0 = dfdx(in.vInput);
float4 d1 = dfdy(in.vInput);
float4 d2 = fwidth(in.vInput);
float4 d3 = dfdx(in.vInput);
float4 d4 = dfdy(in.vInput);
float4 d5 = fwidth(in.vInput);
float4 d6 = dfdx(in.vInput);
float4 d7 = dfdy(in.vInput);
float4 d8 = fwidth(in.vInput);
if (in.vInput.y > 10.0)
{
out.FragColor += t;
out.FragColor += d0;
out.FragColor += d1;
out.FragColor += d2;
out.FragColor += d3;
out.FragColor += d4;
out.FragColor += d5;
out.FragColor += d6;
out.FragColor += d7;
out.FragColor += d8;
}
return out;
}