SPIRV-Cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag
Chip Davis 2a9091ce53 MSL: Use rint() instead of round() to round array coordinates.
Vulkan specifies round-to-nearest-even mode to round array coordinates.
But we were using `round()`, which is round-to-nearest-away-from-zero.
Instead, use `rint()`, which is specified to perform nearest-even
rounding in MSL.
2023-01-18 19:34:29 -08:00

62 lines
1.8 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
static inline __attribute__((always_inline))
float3 spvCubemapTo2DArrayFace(float3 P)
{
float3 Coords = abs(P.xyz);
float CubeFace = 0;
float ProjectionAxis = 0;
float u = 0;
float v = 0;
if (Coords.x >= Coords.y && Coords.x >= Coords.z)
{
CubeFace = P.x >= 0 ? 0 : 1;
ProjectionAxis = Coords.x;
u = P.x >= 0 ? -P.z : P.z;
v = -P.y;
}
else if (Coords.y >= Coords.x && Coords.y >= Coords.z)
{
CubeFace = P.y >= 0 ? 2 : 3;
ProjectionAxis = Coords.y;
u = P.x;
v = P.y >= 0 ? P.z : -P.z;
}
else
{
CubeFace = P.z >= 0 ? 4 : 5;
ProjectionAxis = Coords.z;
u = P.z >= 0 ? P.x : -P.x;
v = -P.y;
}
u = 0.5 * (u/ProjectionAxis + 1);
v = 0.5 * (v/ProjectionAxis + 1);
return float3(u, v, CubeFace);
}
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float4 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
{
main0_out out = {};
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(rint(in.vUV.w)) * 6u));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
out.FragColor = (a + b) + c;
return out;
}