03da32a124
Binding index overlaps.
52 lines
1.2 KiB
GLSL
52 lines
1.2 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct UBO
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{
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float4 v[64];
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};
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struct SSBO
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{
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float4 v[1];
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};
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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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int vIndex [[user(locn0)]];
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float2 vUV [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant UBO* ubos_0 [[buffer(0)]], constant UBO* ubos_1 [[buffer(1)]], const device SSBO* ssbos_0 [[buffer(2)]], const device SSBO* ssbos_1 [[buffer(3)]], array<texture2d<float>, 8> uSamplers [[texture(0)]], array<texture2d<float>, 8> uCombinedSamplers [[texture(8)]], array<sampler, 7> uSamps [[sampler(1)]], array<sampler, 8> uCombinedSamplersSmplr [[sampler(8)]])
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{
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constant UBO* ubos[] =
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{
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ubos_0,
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ubos_1,
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};
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const device SSBO* ssbos[] =
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{
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ssbos_0,
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ssbos_1,
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};
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main0_out out = {};
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int i = in.vIndex;
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int _24 = i + 10;
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out.FragColor = uSamplers[_24].sample(uSamps[i + 40], in.vUV);
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int _50 = i + 10;
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out.FragColor = uCombinedSamplers[_50].sample(uCombinedSamplersSmplr[_50], in.vUV);
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out.FragColor += ubos[(i + 20)]->v[i + 40];
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out.FragColor += ssbos[(i + 50)]->v[i + 60];
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return out;
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}
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