SPIRV-Cross/reference/shaders-msl/asm/frag/op-image-sampled-image.asm.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct push_cb
{
float4 cb0[1];
};
struct main0_out
{
float4 o0 [[color(0)]];
};
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fragment main0_out main0(constant push_cb& _19 [[buffer(0)]], texture2d<float> t0 [[texture(2)]], sampler dummy_sampler [[sampler(4)]])
{
main0_out out = {};
float4 r0;
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r0 = float4(_19.cb0[0u].z, _19.cb0[0u].w, r0.z, r0.w);
r0 = float4(r0.x, r0.y, float2(0.0).x, float2(0.0).y);
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out.o0 = t0.read(uint2(as_type<int2>(r0.xy)) + uint2(int2(-1, -2)), as_type<int>(r0.w));
return out;
}