SPIRV-Cross/reference/shaders-msl/frag/bitcasting.frag
2019-09-24 14:35:25 -04:00

31 lines
1014 B
GLSL

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