SPIRV-Cross/reference/opt/shaders-msl/frag/texture-proj-shadow.frag
Bill Hollings 9b4defe202 CompilerMSL support matrices & arrays in stage-in & stage-out.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just  SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
2018-06-12 11:41:35 -04:00

30 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float3 vClip3 [[user(locn0)]];
float4 vClip4 [[user(locn1)]];
float2 vClip2 [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow2D [[texture(1)]], texture1d<float> uSampler1D [[texture(2)]], texture2d<float> uSampler2D [[texture(3)]], texture3d<float> uSampler3D [[texture(4)]], sampler uShadow2DSmplr [[sampler(1)]], sampler uSampler1DSmplr [[sampler(2)]], sampler uSampler2DSmplr [[sampler(3)]], sampler uSampler3DSmplr [[sampler(4)]])
{
main0_out out = {};
float4 _20 = in.vClip4;
_20.z = in.vClip4.w;
out.FragColor = uShadow2D.sample_compare(uShadow2DSmplr, _20.xy / _20.z, in.vClip4.z);
out.FragColor = uSampler1D.sample(uSampler1DSmplr, in.vClip2.x / in.vClip2.y).x;
out.FragColor = uSampler2D.sample(uSampler2DSmplr, in.vClip3.xy / in.vClip3.z).x;
out.FragColor = uSampler3D.sample(uSampler3DSmplr, in.vClip4.xyz / in.vClip4.w).x;
return out;
}