e2c95bdcbc
We used to use the Binding decoration for this, but this method is hopelessly broken. If no explicit MSL resource remapping exists, we remap automatically in a manner which should always "just work".
18 lines
426 B
GLSL
18 lines
426 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct main0_out
|
|
{
|
|
float4 FragColor [[color(0)]];
|
|
};
|
|
|
|
fragment main0_out main0(texture2d_ms<float> uSampler [[texture(0)]], texture2d_ms<float> uImage [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]])
|
|
{
|
|
main0_out out = {};
|
|
out.FragColor = float4(float(int(uSampler.get_num_samples()) + int(uImage.get_num_samples())));
|
|
return out;
|
|
}
|
|
|