9b4defe202
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.
29 lines
874 B
GLSL
29 lines
874 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vNormal [[user(locn1)]];
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float2 vUV [[user(locn2)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> samp [[texture(0)]], sampler sampSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xyz, 1.0);
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out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xz, 1.0, 4.0);
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out.FragColor = float4(samp.sample(sampSmplr, in.vUV).xx, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy);
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out.FragColor = float4(in.vNormal, 1.0);
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out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0);
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out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875));
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return out;
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}
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