cab7335e64
Some older iOS devices don't support layered rendering. In that case, don't set `[[render_target_array_index]]`, because the compiler will reject the shader in that case. The client will then have to unroll the render pass manually.
74 lines
1.7 KiB
GLSL
74 lines
1.7 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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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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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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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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float4 vColor [[user(locn0)]];
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float2 vTex_0 [[user(locn1)]];
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float2 vTex_1 [[user(locn2)]];
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float2 vTex_2 [[user(locn3)]];
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float2 vTex_3 [[user(locn4)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
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{
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main0_out out = {};
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spvUnsafeArray<float2, 4> vTex = {};
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vTex[0] = in.vTex_0;
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vTex[1] = in.vTex_1;
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vTex[2] = in.vTex_2;
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vTex[3] = in.vTex_3;
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const uint gl_ViewIndex = spvViewMask[0];
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out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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return out;
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}
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