MSL: Use rint()
instead of round()
to round array coordinates.
Vulkan specifies round-to-nearest-even mode to round array coordinates. But we were using `round()`, which is round-to-nearest-away-from-zero. Instead, use `rint()`, which is specified to perform nearest-even rounding in MSL.
This commit is contained in:
parent
4be568c004
commit
2a9091ce53
@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array<float> tex [[texture(0)]], sampler texS
|
||||
main0_out out = {};
|
||||
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
|
||||
float3 _28 = float3(gl_FragCoord.xy, float(gl_SampleID));
|
||||
out.FragColor = tex.sample(texSmplr, _28.xy, uint(round(_28.z)));
|
||||
out.FragColor = tex.sample(texSmplr, _28.xy, uint(rint(_28.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array<float> tex [[
|
||||
main0_out out = {};
|
||||
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
|
||||
float3 _26 = float3(gl_FragCoord.xy, in.foo);
|
||||
out.FragColor = tex.sample(texSmplr, _26.xy, uint(round(_26.z)));
|
||||
out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(round(in.vUV.y)), in.vUV.z, bias(1.0));
|
||||
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(rint(in.vUV.y)), in.vUV.z, bias(1.0));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texturecube_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w)))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
|
||||
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(rint(in.vUV.w)))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
|
||||
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(rint(in.vUV.w)) * 6u))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -148,12 +148,12 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
|
||||
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSamp, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySamp, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySamp, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
|
||||
@ -164,8 +164,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0), level(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0), level(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0), level(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
|
||||
@ -180,11 +180,11 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = texBuffer.read(spvTexelBufferCoord(0));
|
||||
c = spvGatherSwizzle(tex2d, tex2dSamp, tex2dSwzl, component::x, float2(0.0), int2(0));
|
||||
c = spvGatherSwizzle(texCube, texCubeSamp, texCubeSwzl, component::y, float3(0.0));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySamp, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySamp, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySamp, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySamp, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
|
||||
c = spvGatherCompareSwizzle(depth2d, depth2dSamp, depth2dSwzl, float2(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCube, depthCubeSamp, depthCubeSwzl, float3(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySamp, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySamp, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySamp, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySamp, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
|
||||
}
|
||||
|
||||
|
@ -121,8 +121,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
|
||||
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl));
|
||||
@ -130,8 +130,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
|
||||
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl));
|
||||
@ -142,7 +142,7 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(texBuffer.read(spvTexelBufferCoord(0)));
|
||||
c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0)));
|
||||
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w))));
|
||||
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w))));
|
||||
}
|
||||
|
||||
|
@ -139,12 +139,12 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
|
||||
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
|
||||
@ -155,8 +155,8 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
|
||||
@ -171,12 +171,12 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
|
||||
c = texBuffer.read(spvTexelBufferCoord(0));
|
||||
c = spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0));
|
||||
c = spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
|
||||
c = spvGatherCompareSwizzle(depth2d, depth2dSmplr, depth2dSwzl, float2(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCube, depthCubeSmplr, depthCubeSwzl, float3(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
|
||||
return c;
|
||||
}
|
||||
|
||||
|
@ -121,8 +121,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
|
||||
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl));
|
||||
@ -130,8 +130,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
|
||||
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
|
||||
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
|
||||
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl));
|
||||
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl));
|
||||
@ -142,7 +142,7 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = float4(texBuffer.read(spvTexelBufferCoord(0)));
|
||||
c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0)));
|
||||
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w))));
|
||||
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0)));
|
||||
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w))));
|
||||
}
|
||||
|
||||
|
@ -148,12 +148,12 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
|
||||
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
|
||||
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
|
||||
@ -164,8 +164,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl);
|
||||
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl);
|
||||
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
|
||||
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
|
||||
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
|
||||
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
|
||||
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
|
||||
@ -180,11 +180,11 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
|
||||
c = texBuffer.read(spvTexelBufferCoord(0));
|
||||
c = spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0));
|
||||
c = spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
|
||||
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
|
||||
c = spvGatherCompareSwizzle(depth2d, depth2dSmplr, depth2dSwzl, float2(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCube, depthCubeSmplr, depthCubeSwzl, float3(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
|
||||
}
|
||||
|
||||
|
@ -144,12 +144,12 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
|
||||
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0)), t2Swzl);
|
||||
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0)), t3Swzl);
|
||||
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0)), tcSwzl);
|
||||
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z))), t2aSwzl);
|
||||
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), tcaSwzl);
|
||||
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), t2aSwzl);
|
||||
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), tcaSwzl);
|
||||
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, 1.0), d2Swzl);
|
||||
c.x = spvTextureSwizzle(dc.sample_compare(dcSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), dcSwzl);
|
||||
c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), d2aSwzl);
|
||||
c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), dcaSwzl);
|
||||
c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), d2aSwzl);
|
||||
c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), dcaSwzl);
|
||||
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
|
||||
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), t2Swzl);
|
||||
c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), t3Swzl);
|
||||
@ -160,8 +160,8 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
|
||||
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0), level(0.0)), t2Swzl);
|
||||
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0), level(0.0)), t3Swzl);
|
||||
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0), level(0.0)), tcSwzl);
|
||||
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), t2aSwzl);
|
||||
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), tcaSwzl);
|
||||
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), t2aSwzl);
|
||||
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), tcaSwzl);
|
||||
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), d2Swzl);
|
||||
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
|
||||
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), t2Swzl);
|
||||
@ -176,12 +176,12 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
|
||||
c = tb.read(spvTexelBufferCoord(0));
|
||||
c = spvGatherSwizzle(t2, defaultSampler, t2Swzl, component::x, float2(0.0), int2(0));
|
||||
c = spvGatherSwizzle(tc, defaultSampler, tcSwzl, component::y, float3(0.0));
|
||||
c = spvGatherSwizzle(t2a, t2aSmplr, t2aSwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(tca, tcaSmplr, tcaSwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
|
||||
c = spvGatherSwizzle(t2a, t2aSmplr, t2aSwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
|
||||
c = spvGatherSwizzle(tca, tcaSmplr, tcaSwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
|
||||
c = spvGatherCompareSwizzle(d2, d2Smplr, d2Swzl, float2(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(dc, dcSmplr, dcSwzl, float3(0.0), 1.0);
|
||||
c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(dca, dcaSmplr, dcaSwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
|
||||
c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
|
||||
c = spvGatherCompareSwizzle(dca, dcaSmplr, dcaSwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
|
||||
return c;
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array<float> tex [[texture(0)]], sampler texS
|
||||
main0_out out = {};
|
||||
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
|
||||
float3 _28 = float3(gl_FragCoord.xy, float(gl_SampleID));
|
||||
out.FragColor = tex.sample(texSmplr, _28.xy, uint(round(_28.z)));
|
||||
out.FragColor = tex.sample(texSmplr, _28.xy, uint(rint(_28.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array<float> tex [[
|
||||
main0_out out = {};
|
||||
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
|
||||
float3 _26 = float3(gl_FragCoord.xy, in.foo);
|
||||
out.FragColor = tex.sample(texSmplr, _26.xy, uint(round(_26.z)));
|
||||
out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(round(in.vUV.y)), in.vUV.z, bias(1.0));
|
||||
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(rint(in.vUV.y)), in.vUV.z, bias(1.0));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct main0_in
|
||||
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
|
||||
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -17,8 +17,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSample
|
||||
{
|
||||
main0_out out = {};
|
||||
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
|
||||
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w)));
|
||||
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
|
||||
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(rint(in.vUV.w)));
|
||||
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
|
||||
out.FragColor = (a + b) + c;
|
||||
return out;
|
||||
}
|
||||
|
@ -53,8 +53,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSample
|
||||
{
|
||||
main0_out out = {};
|
||||
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
|
||||
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u));
|
||||
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
|
||||
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(rint(in.vUV.w)) * 6u));
|
||||
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
|
||||
out.FragColor = (a + b) + c;
|
||||
return out;
|
||||
}
|
||||
|
@ -11002,7 +11002,7 @@ string CompilerMSL::to_function_args(const TextureFunctionArguments &args, bool
|
||||
// If the texture coordinates are floating point, invokes MSL round() function to round them.
|
||||
string CompilerMSL::round_fp_tex_coords(string tex_coords, bool coord_is_fp)
|
||||
{
|
||||
return coord_is_fp ? ("round(" + tex_coords + ")") : tex_coords;
|
||||
return coord_is_fp ? ("rint(" + tex_coords + ")") : tex_coords;
|
||||
}
|
||||
|
||||
// Returns a string to use in an image sampling function argument.
|
||||
|
Loading…
Reference in New Issue
Block a user