23 lines
600 B
GLSL
23 lines
600 B
GLSL
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float vTex [[user(locn0), flat]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor += ((uSampler.sample(uSamplerSmplr, float2(in.vTex, 0.5), bias(2.0)) + uSampler.sample(uSamplerSmplr, float2(in.vTex, 0.5), level(3.0))) + uSampler.sample(uSamplerSmplr, float2(in.vTex, 0.5), gradient2d(5.0, 8.0)));
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return out;
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}
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