25 lines
687 B
GLSL
25 lines
687 B
GLSL
|
#include <metal_stdlib>
|
||
|
#include <simd/simd.h>
|
||
|
|
||
|
using namespace metal;
|
||
|
|
||
|
struct main0_out
|
||
|
{
|
||
|
float4 FragColor [[color(0)]];
|
||
|
};
|
||
|
|
||
|
struct main0_in
|
||
|
{
|
||
|
float3 vUV [[user(locn0)]];
|
||
|
};
|
||
|
|
||
|
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSamp [[texture(0)]], depth2d<float> uSampShadow [[texture(1)]], sampler uSampSmplr [[sampler(0)]], sampler uSampShadowSmplr [[sampler(1)]])
|
||
|
{
|
||
|
main0_out out = {};
|
||
|
out.FragColor = uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::x);
|
||
|
out.FragColor += uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::y);
|
||
|
out.FragColor += uSampShadow.gather_compare(uSampShadowSmplr, in.vUV.xy, in.vUV.z);
|
||
|
return out;
|
||
|
}
|
||
|
|