SPIRV-Cross/reference/shaders-msl/frag/swizzle.frag
Bill Hollings 6159a61c95 CompilerMSL add support for texel buffers.
Compiler MSL support DimBuffer as image dimension.
CompilerMSL check texture coordinate result type dimension before adding swizzles.
Update MSL reference shaders affected by this update.
2017-02-09 12:14:30 -05:00

29 lines
874 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float2 vUV [[user(locn2)]];
float3 vNormal [[user(locn1)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> samp [[texture(0)]], sampler sampSmplr [[sampler(0)]])
{
main0_out out = {};
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xyz, 1.0);
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xz, 1.0, 4.0);
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xx, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy);
out.FragColor = float4(in.vNormal, 1.0);
out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0);
out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875));
return out;
}