31 lines
1014 B
GLSL
31 lines
1014 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor0 [[color(0)]];
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float4 FragColor1 [[color(1)]];
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};
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struct main0_in
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{
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float4 VertGeom [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> TextureBase [[texture(0)]], texture2d<float> TextureDetail [[texture(1)]], sampler TextureBaseSmplr [[sampler(0)]], sampler TextureDetailSmplr [[sampler(1)]])
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{
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main0_out out = {};
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float4 texSample0 = TextureBase.sample(TextureBaseSmplr, in.VertGeom.xy);
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float4 texSample1 = TextureDetail.sample(TextureDetailSmplr, in.VertGeom.xy, int2(3, 2));
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int4 iResult0 = as_type<int4>(texSample0);
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int4 iResult1 = as_type<int4>(texSample1);
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out.FragColor0 = as_type<float4>(iResult0) * as_type<float4>(iResult1);
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uint4 uResult0 = as_type<uint4>(texSample0);
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uint4 uResult1 = as_type<uint4>(texSample1);
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out.FragColor1 = as_type<float4>(uResult0) * as_type<float4>(uResult1);
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return out;
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}
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