SPIRV-Cross/reference/shaders-msl/asm/frag/unknown-depth-state.asm.frag

93 lines
2.5 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
thread T &operator[](size_t pos) thread
{
return __Elements[pos];
}
constexpr const thread T &operator[](size_t pos) const thread
{
return __Elements[pos];
}
device T &operator[](size_t pos) device
{
return __Elements[pos];
}
constexpr const device T &operator[](size_t pos) const device
{
return __Elements[pos];
}
constexpr const constant T &operator[](size_t pos) const constant
{
return __Elements[pos];
}
threadgroup T &operator[](size_t pos) threadgroup
{
return __Elements[pos];
}
constexpr const threadgroup T &operator[](size_t pos) const threadgroup
{
return __Elements[pos];
}
};
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
static inline __attribute__((always_inline))
float sample_combined(thread float3& vUV, thread depth2d<float> uShadow, thread const sampler uShadowSmplr)
{
return uShadow.sample_compare(uShadowSmplr, vUV.xy, vUV.z);
}
static inline __attribute__((always_inline))
float sample_separate(thread float3& vUV, thread depth2d<float> uTexture, thread sampler uSampler)
{
return uTexture.sample_compare(uSampler, vUV.xy, vUV.z);
}
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow [[texture(0)]], depth2d<float> uTexture [[texture(1)]], sampler uShadowSmplr [[sampler(0)]], sampler uSampler [[sampler(1)]])
{
main0_out out = {};
out.FragColor = sample_combined(in.vUV, uShadow, uShadowSmplr) + sample_separate(in.vUV, uTexture, uSampler);
return out;
}