SPIRV-Cross/reference/opt/shaders-msl/frag/sample-depth-separate-image-sampler.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

18 lines
470 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
fragment main0_out main0(depth2d<float> uDepth [[texture(0)]], texture2d<float> uColor [[texture(1)]], sampler uSamplerShadow [[sampler(0)]], sampler uSampler [[sampler(1)]])
{
main0_out out = {};
out.FragColor = uDepth.sample_compare(uSamplerShadow, float3(0.5).xy, 0.5) + uColor.sample(uSampler, float2(0.5)).x;
return out;
}