SPIRV-Cross/reference/shaders-msl/frag/sampler.frag
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

32 lines
701 B
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float2 vTex [[user(locn1)]];
float4 vColor [[user(locn0)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
float4 sample_texture(thread const texture2d<float> tex, thread const sampler& texSmplr, thread const float2& uv)
{
return tex.sample(texSmplr, uv);
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
{
main0_out out = {};
float2 param = in.vTex;
out.FragColor = in.vColor * sample_texture(uTex, uTexSmplr, param);
return out;
}