29 lines
874 B
GLSL
29 lines
874 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct main0_out
|
|
{
|
|
float4 FragColor [[color(0)]];
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float3 vNormal [[user(locn1)]];
|
|
float2 vUV [[user(locn2)]];
|
|
};
|
|
|
|
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> samp [[texture(0)]], sampler sampSmplr [[sampler(0)]])
|
|
{
|
|
main0_out out = {};
|
|
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xyz, 1.0);
|
|
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xz, 1.0, 4.0);
|
|
out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xx, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy);
|
|
out.FragColor = float4(in.vNormal, 1.0);
|
|
out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0);
|
|
out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875));
|
|
return out;
|
|
}
|
|
|