SPIRV-Cross/reference/shaders-msl/frag/post-depth-coverage.msl23.frag
Chip Davis d48d2a95c7 MSL: Allow post-depth coverage on Mac in MSL 2.3.
It's still only supported on Apple GPUs, but Macs will have those soon.
2020-10-27 22:07:01 -05:00

18 lines
338 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
[[ early_fragment_tests ]] fragment main0_out main0(uint gl_SampleMaskIn [[sample_mask, post_depth_coverage]])
{
main0_out out = {};
out.FragColor = float4(float(gl_SampleMaskIn));
return out;
}