18f23c47d9
In Metal render pipelines don't have an option to set a sampleMask parameter, the only way to get that functionality is to set the sample_mask output of the fragment shader to this value directly. We also need to take care to combine the fixed sample mask with the one that the shader might possibly output.
11 lines
137 B
GLSL
11 lines
137 B
GLSL
#version 450
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0);
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gl_SampleMask[0] = gl_SampleMaskIn[0];
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}
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