SPIRV-Cross/shaders-msl/frag/swizzle.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

18 lines
519 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) uniform sampler2D samp;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec3 vNormal;
layout(location = 2) in vec2 vUV;
void main()
{
FragColor = vec4(texture(samp, vUV).xyz, 1.0);
FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.1)).yy);
FragColor = vec4(vNormal, 1.0);
FragColor = vec4(vNormal + 1.8, 1.0);
FragColor = vec4(vUV, vUV + 1.8);
}