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".
54 lines
1.6 KiB
GLSL
54 lines
1.6 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp)
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{
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return uTex.sample_compare(uSamp, uv.xy, uv.z);
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}
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float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV)
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{
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return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z);
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}
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float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV)
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{
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return uT.sample_compare(uS, vUV.xy, vUV.z);
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}
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float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV)
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{
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return uS.sample_compare(uSSmplr, vUV.xy, vUV.z);
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}
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTex [[texture(0)]], depth2d<float> uSampler [[texture(1)]], sampler uSamp [[sampler(0)]], sampler uSamplerSmplr [[sampler(1)]])
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{
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main0_out out = {};
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out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
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out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
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float3 param = in.vUV;
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out.FragColor += Samp(param, uTex, uSamp);
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float3 param_1 = in.vUV;
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out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV);
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float3 param_2 = in.vUV;
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out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV);
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float3 param_3 = in.vUV;
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out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV);
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return out;
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}
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