SPIRV-Cross/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag
Chip Davis 2a9091ce53 MSL: Use rint() instead of round() to round array coordinates.
Vulkan specifies round-to-nearest-even mode to round array coordinates.
But we were using `round()`, which is round-to-nearest-away-from-zero.
Instead, use `rint()`, which is specified to perform nearest-even
rounding in MSL.
2023-01-18 19:34:29 -08:00

25 lines
623 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float foo [[user(locn0), sample_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d_array<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]], uint gl_SampleID [[sample_id]])
{
main0_out out = {};
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
float3 _26 = float3(gl_FragCoord.xy, in.foo);
out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
return out;
}