SPIRV-Cross/reference/shaders-msl/frag/control-dependent-in-branch.desktop.frag

103 lines
2.6 KiB
GLSL

#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
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float4 vInput [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
out.FragColor = in.vInput;
float4 t = uSampler.sample(uSamplerSmplr, in.vInput.xy);
float4 d0 = dfdx(in.vInput);
float4 d1 = dfdy(in.vInput);
float4 d2 = fwidth(in.vInput);
float4 d3 = dfdx(in.vInput);
float4 d4 = dfdy(in.vInput);
float4 d5 = fwidth(in.vInput);
float4 d6 = dfdx(in.vInput);
float4 d7 = dfdy(in.vInput);
float4 d8 = fwidth(in.vInput);
if (in.vInput.y > 10.0)
{
out.FragColor += t;
out.FragColor += d0;
out.FragColor += d1;
out.FragColor += d2;
out.FragColor += d3;
out.FragColor += d4;
out.FragColor += d5;
out.FragColor += d6;
out.FragColor += d7;
out.FragColor += d8;
}
return out;
}