SPIRV-Cross/reference/opt/shaders-msl/frag/shader-arithmetic-8bit.frag
dan sinclair 8bf916f575 Roll dependencies
This CL updates the GLSLang, SPIRV-Tools and SPIRV-Headers dependencies.
2020-05-20 10:27:51 -04:00

93 lines
2.1 KiB
JavaScript

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO
{
char i8[16];
uchar u8[16];
};
struct Push
{
char i8;
uchar u8;
};
struct UBO
{
char i8;
uchar u8;
};
struct main0_out
{
int4 FragColorInt [[color(0)]];
uint4 FragColorUint [[color(1)]];
};
struct main0_in
{
int4 vColor [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], device SSBO& ssbo [[buffer(0)]], constant Push& registers [[buffer(1)]], constant UBO& ubo [[buffer(2)]])
{
main0_out out = {};
short _196 = short(10);
int _197 = 20;
char2 _202 = as_type<char2>(short(10));
char2 _198 = _202;
char4 _199 = as_type<char4>(20);
_196 = as_type<short>(_202);
_197 = as_type<int>(_199);
ssbo.i8[0] = _199.x;
ssbo.i8[1] = _199.y;
ssbo.i8[2] = _199.z;
ssbo.i8[3] = _199.w;
ushort _221 = ushort(10);
uint _222 = 20u;
uchar2 _227 = as_type<uchar2>(ushort(10));
uchar2 _223 = _227;
uchar4 _224 = as_type<uchar4>(20u);
_221 = as_type<ushort>(_227);
_222 = as_type<uint>(_224);
ssbo.u8[0] = _224.x;
ssbo.u8[1] = _224.y;
ssbo.u8[2] = _224.z;
ssbo.u8[3] = _224.w;
char4 _249 = char4(in.vColor);
char4 _246 = _249;
char4 _254 = _249 + char4(registers.i8);
_246 = _254;
char4 _257 = _254 + char4(-40);
_246 = _257;
char4 _259 = _257 + char4(-50);
_246 = _259;
char4 _261 = _259 + char4(char(10), char(20), char(30), char(40));
_246 = _261;
char4 _266 = _261 + char4(ssbo.i8[4]);
_246 = _266;
char4 _271 = _266 + char4(ubo.i8);
_246 = _271;
out.FragColorInt = int4(_271);
uchar4 _278 = uchar4(_249);
uchar4 _274 = _278;
uchar4 _283 = _278 + uchar4(registers.u8);
_274 = _283;
uchar4 _286 = _283 + uchar4(216);
_274 = _286;
uchar4 _288 = _286 + uchar4(206);
_274 = _288;
uchar4 _290 = _288 + uchar4(uchar(10), uchar(20), uchar(30), uchar(40));
_274 = _290;
uchar4 _295 = _290 + uchar4(ssbo.u8[4]);
_274 = _295;
uchar4 _300 = _295 + uchar4(ubo.u8);
_274 = _300;
out.FragColorUint = uint4(_300);
return out;
}