be4cb17a14
Add to suite of MSL tests and references any existing GLSL tests that successfully convert GLSL->SPIRV->MSL and compile as MSL. test_shaders_helper() ignores hidden files that start with '.', to avoid accidentally finding hidden OSX files such as .DS_Store. Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler. Wrap calls to xcrun in exception handling to ignore if Xcode not installed. For MSL tests, move call to validate_shader_msl() to after call to regression_check() to allow a converted MSL shader to be saved for manual review even if it doesn't successfully compile as MSL.
17 lines
370 B
GLSL
17 lines
370 B
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform mediump sampler2DMS uSampler;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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ivec2 coord = ivec2(gl_FragCoord.xy);
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FragColor =
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texelFetch(uSampler, coord, 0) +
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texelFetch(uSampler, coord, 1) +
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texelFetch(uSampler, coord, 2) +
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texelFetch(uSampler, coord, 3);
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}
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