SPIRV-Cross/reference/shaders-msl/frag/interpolation-qualifiers.frag
2019-09-24 14:35:25 -04:00

29 lines
675 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 v0 [[user(locn0)]];
float2 v1 [[user(locn1), center_no_perspective]];
float3 v2 [[user(locn2), centroid_perspective]];
float4 v3 [[user(locn3), centroid_no_perspective]];
float v4 [[user(locn4), sample_perspective]];
float v5 [[user(locn5), sample_no_perspective]];
float v6 [[user(locn6), flat]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = float4(in.v0.x + in.v1.y, in.v2.xy, ((in.v3.w * in.v4) + in.v5) - in.v6);
return out;
}