SPIRV-Cross/reference/shaders-msl/frag/sampler-compare-cascade-gradient.ios.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

23 lines
485 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float4 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
return out;
}