SPIRV-Cross/reference/shaders-msl/frag/image-query-lod.msl22.frag
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
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".
2019-06-21 12:54:08 +02:00

78 lines
3.5 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
void from_function(thread float2& FragColor, thread texture2d<float> uSampler2D, thread const sampler uSampler2DSmplr, thread float3& vUV, thread texture3d<float> uSampler3D, thread const sampler uSampler3DSmplr, thread texturecube<float> uSamplerCube, thread const sampler uSamplerCubeSmplr, thread texture2d<float> uTexture2D, thread sampler uSampler, thread texture3d<float> uTexture3D, thread texturecube<float> uTextureCube)
{
float2 _22;
_22.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, vUV.xy);
_22.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, vUV.xy);
FragColor += _22;
float2 _31;
_31.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, vUV);
_31.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, vUV);
FragColor += _31;
float2 _40;
_40.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, vUV);
_40.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, vUV);
FragColor += _40;
float2 _53;
_53.x = uTexture2D.calculate_clamped_lod(uSampler, vUV.xy);
_53.y = uTexture2D.calculate_unclamped_lod(uSampler, vUV.xy);
FragColor += _53;
float2 _62;
_62.x = uTexture3D.calculate_clamped_lod(uSampler, vUV);
_62.y = uTexture3D.calculate_unclamped_lod(uSampler, vUV);
FragColor += _62;
float2 _71;
_71.x = uTextureCube.calculate_clamped_lod(uSampler, vUV);
_71.y = uTextureCube.calculate_unclamped_lod(uSampler, vUV);
FragColor += _71;
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(3)]], texture3d<float> uTexture3D [[texture(4)]], texturecube<float> uTextureCube [[texture(5)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
{
main0_out out = {};
out.FragColor = float2(0.0);
float2 _79;
_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _79;
float2 _84;
_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _84;
float2 _89;
_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _89;
float2 _97;
_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _97;
float2 _104;
_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _104;
float2 _111;
_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _111;
from_function(out.FragColor, uSampler2D, uSampler2DSmplr, in.vUV, uSampler3D, uSampler3DSmplr, uSamplerCube, uSamplerCubeSmplr, uTexture2D, uSampler, uTexture3D, uTextureCube);
return out;
}