#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvDescriptorSetBuffer0 { array, 4> uSampler0 [[id(0)]]; array uSampler0Smplr [[id(4)]]; constant uint* spvSwizzleConstants [[id(8)]]; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 vUV [[user(locn0)]]; }; template struct spvRemoveReference { typedef T type; }; template struct spvRemoveReference { typedef T type; }; template struct spvRemoveReference { typedef T type; }; template inline constexpr thread T&& spvForward(thread typename spvRemoveReference::type& x) { return static_cast(x); } template inline constexpr thread T&& spvForward(thread typename spvRemoveReference::type&& x) { return static_cast(x); } enum class spvSwizzle : uint { none = 0, zero, one, red, green, blue, alpha }; template inline T spvGetSwizzle(vec x, T c, spvSwizzle s) { switch (s) { case spvSwizzle::none: return c; case spvSwizzle::zero: return 0; case spvSwizzle::one: return 1; case spvSwizzle::red: return x.r; case spvSwizzle::green: return x.g; case spvSwizzle::blue: return x.b; case spvSwizzle::alpha: return x.a; } } // Wrapper function that swizzles texture samples and fetches. template inline vec spvTextureSwizzle(vec x, uint s) { if (!s) return x; return vec(spvGetSwizzle(x, x.r, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, x.a, spvSwizzle((s >> 24) & 0xFF))); } template inline T spvTextureSwizzle(T x, uint s) { return spvTextureSwizzle(vec(x, 0, 0, 1), s).x; } inline float4 sample_in_func_1(thread const array, 4> uSampler0, thread const array uSampler0Smplr, constant uint* uSampler0Swzl, thread float2& vUV) { return spvTextureSwizzle(uSampler0[2].sample(uSampler0Smplr[2], vUV), uSampler0Swzl[2]); } inline float4 sample_in_func_2(thread float2& vUV, thread texture2d uSampler1, thread const sampler uSampler1Smplr, constant uint& uSampler1Swzl) { return spvTextureSwizzle(uSampler1.sample(uSampler1Smplr, vUV), uSampler1Swzl); } inline float4 sample_single_in_func(thread const texture2d s, thread const sampler sSmplr, constant uint& sSwzl, thread float2& vUV) { return spvTextureSwizzle(s.sample(sSmplr, vUV), sSwzl); } fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], constant uint* spvSwizzleConstants [[buffer(30)]], texture2d uSampler1 [[texture(0)]], sampler uSampler1Smplr [[sampler(0)]]) { main0_out out = {}; constant uint* spvDescriptorSet0_uSampler0Swzl = &spvDescriptorSet0.spvSwizzleConstants[0]; constant uint& uSampler1Swzl = spvSwizzleConstants[0]; out.FragColor = sample_in_func_1(spvDescriptorSet0.uSampler0, spvDescriptorSet0.uSampler0Smplr, spvDescriptorSet0_uSampler0Swzl, in.vUV); out.FragColor += sample_in_func_2(in.vUV, uSampler1, uSampler1Smplr, uSampler1Swzl); out.FragColor += sample_single_in_func(spvDescriptorSet0.uSampler0[1], spvDescriptorSet0.uSampler0Smplr[1], spvDescriptorSet0_uSampler0Swzl[1], in.vUV); out.FragColor += sample_single_in_func(uSampler1, uSampler1Smplr, uSampler1Swzl, in.vUV); return out; }