SPIRV-Cross/reference/shaders-msl/frag/composite-extract-forced-temporary.frag
2019-09-24 14:35:25 -04:00

24 lines
459 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vTexCoord [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> Texture [[texture(0)]], sampler TextureSmplr [[sampler(0)]])
{
main0_out out = {};
float f = Texture.sample(TextureSmplr, in.vTexCoord).x;
out.FragColor = float4(f * f);
return out;
}