46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
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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float4 vInput [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = in.vInput;
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float4 t = uSampler.sample(uSamplerSmplr, in.vInput.xy);
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float4 d0 = dfdx(in.vInput);
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float4 d1 = dfdy(in.vInput);
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float4 d2 = fwidth(in.vInput);
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float4 d3 = dfdx(in.vInput);
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float4 d4 = dfdy(in.vInput);
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float4 d5 = fwidth(in.vInput);
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float4 d6 = dfdx(in.vInput);
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float4 d7 = dfdy(in.vInput);
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float4 d8 = fwidth(in.vInput);
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if (in.vInput.y > 10.0)
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{
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out.FragColor += t;
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out.FragColor += d0;
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out.FragColor += d1;
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out.FragColor += d2;
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out.FragColor += d3;
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out.FragColor += d4;
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out.FragColor += d5;
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out.FragColor += d6;
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out.FragColor += d7;
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out.FragColor += d8;
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}
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return out;
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}
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