SPIRV-Cross/reference/shaders-msl/frag/pls.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 PLSOut0 [[color(0)]];
float4 PLSOut1 [[color(1)]];
float4 PLSOut2 [[color(2)]];
float4 PLSOut3 [[color(3)]];
};
struct main0_in
{
float4 PLSIn0 [[user(locn0)]];
float4 PLSIn1 [[user(locn1)]];
float4 PLSIn2 [[user(locn2)]];
float4 PLSIn3 [[user(locn3)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.PLSOut0 = in.PLSIn0 * 2.0;
out.PLSOut1 = in.PLSIn1 * 6.0;
out.PLSOut2 = in.PLSIn2 * 7.0;
out.PLSOut3 = in.PLSIn3 * 4.0;
return out;
}