SPIRV-Cross/reference/shaders-msl/frag/post-depth-coverage.ios.msl2.frag
2019-09-24 14:35:25 -04:00

18 lines
338 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
[[ early_fragment_tests ]] fragment main0_out main0(uint gl_SampleMaskIn [[sample_mask, post_depth_coverage]])
{
main0_out out = {};
out.FragColor = float4(float(gl_SampleMaskIn));
return out;
}