SPIRV-Cross/shaders-msl/frag/pls.frag
Bill Hollings be4cb17a14 Enhance MSL testing and add numerous MSL test cases.
Add to suite of MSL tests and references any existing GLSL tests
that successfully convert GLSL->SPIRV->MSL and compile as MSL.
test_shaders_helper() ignores hidden files that start with '.',
to avoid accidentally finding hidden OSX files such as .DS_Store.
Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler.
Wrap calls to xcrun in exception handling to ignore if Xcode not installed.
For MSL tests, move call to validate_shader_msl() to after call to
regression_check() to allow a converted MSL shader to be saved for
manual review even if it doesn't successfully compile as MSL.
2017-01-30 22:55:21 -05:00

21 lines
434 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) in vec4 PLSIn0;
layout(location = 1) in vec4 PLSIn1;
in vec4 PLSIn2;
in vec4 PLSIn3;
layout(location = 0) out vec4 PLSOut0;
layout(location = 1) out vec4 PLSOut1;
layout(location = 2) out vec4 PLSOut2;
layout(location = 3) out vec4 PLSOut3;
void main()
{
PLSOut0 = 2.0 * PLSIn0;
PLSOut1 = 6.0 * PLSIn1;
PLSOut2 = 7.0 * PLSIn2;
PLSOut3 = 4.0 * PLSIn3;
}