8066d13599
Far cleaner, and more correct to run the traversal twice. Fixes a case where we propagate depth state through multiple functions.
44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#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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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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static inline __attribute__((always_inline))
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float sample_normal2(thread const depth2d<float> tex, thread sampler uSampler, thread float3& vUV)
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{
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return float4(tex.sample(uSampler, vUV.xy)).x;
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}
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static inline __attribute__((always_inline))
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float sample_normal(thread const depth2d<float> tex, thread sampler uSampler, thread float3& vUV)
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{
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return sample_normal2(tex, uSampler, vUV);
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}
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static inline __attribute__((always_inline))
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float sample_comp(thread const depth2d<float> tex, thread float3& vUV, thread sampler uSamplerShadow)
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{
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return tex.sample_compare(uSamplerShadow, vUV.xy, vUV.z);
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}
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTexture [[texture(0)]], sampler uSampler [[sampler(0)]], sampler uSamplerShadow [[sampler(1)]])
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{
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main0_out out = {};
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out.FragColor = sample_normal(uTexture, uSampler, in.vUV);
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out.FragColor += sample_comp(uTexture, in.vUV, uSamplerShadow);
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return out;
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}
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