d1479f871a
This avoids a lot of huge code changes. Arrays generally cannot be copied in and out of buffers, at least no compiler frontend seems to do it. Also avoids a lot of issues surrounding packed vectors and matrices.
33 lines
703 B
GLSL
33 lines
703 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 UBO
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{
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float4 results[1024];
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};
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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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int vIn [[user(locn0)]];
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int vIn2 [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d<int> Buf [[texture(0)]], sampler BufSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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int4 coords = Buf.read(uint2(int2(gl_FragCoord.xy)), 0);
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float4 foo = _34.results[coords.x % 16];
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int c = in.vIn * in.vIn;
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int d = in.vIn2 * in.vIn2;
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out.FragColor = (foo + foo) + _34.results[c + d];
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return out;
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}
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