2a9091ce53
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.
25 lines
623 B
GLSL
25 lines
623 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 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float foo [[user(locn0), sample_perspective]];
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};
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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]])
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{
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main0_out out = {};
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gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
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float3 _26 = float3(gl_FragCoord.xy, in.foo);
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out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
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return out;
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}
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