SPIRV-Cross/reference/opt/shaders-msl/frag/image-query-lod.msl22.frag
dan sinclair 8bf916f575 Roll dependencies
This CL updates the GLSLang, SPIRV-Tools and SPIRV-Headers dependencies.
2020-05-20 10:27:51 -04:00

71 lines
2.9 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(3)]], texture3d<float> uTexture3D [[texture(4)]], texturecube<float> uTextureCube [[texture(5)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
{
main0_out out = {};
out.FragColor = float2(0.0);
float2 _79;
_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _79;
float2 _84;
_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _84;
float2 _89;
_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _89;
float2 _97;
_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _97;
float2 _104;
_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _104;
float2 _111;
_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _111;
float2 _119;
_119.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_119.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _119;
float2 _124;
_124.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_124.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _124;
float2 _129;
_129.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_129.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _129;
float2 _137;
_137.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_137.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _137;
float2 _144;
_144.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_144.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _144;
float2 _151;
_151.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_151.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _151;
return out;
}