18 lines
470 B
GLSL
18 lines
470 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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float FragColor [[color(0)]];
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};
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fragment main0_out main0(depth2d<float> uDepth [[texture(0)]], texture2d<float> uColor [[texture(1)]], sampler uSampler [[sampler(2)]], sampler uSamplerShadow [[sampler(3)]])
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{
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main0_out out = {};
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out.FragColor = uDepth.sample_compare(uSamplerShadow, float3(0.5).xy, 0.5) + uColor.sample(uSampler, float2(0.5)).x;
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return out;
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}
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