be4cb17a14
Add to suite of MSL tests and references any existing GLSL tests that successfully convert GLSL->SPIRV->MSL and compile as MSL. test_shaders_helper() ignores hidden files that start with '.', to avoid accidentally finding hidden OSX files such as .DS_Store. Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler. Wrap calls to xcrun in exception handling to ignore if Xcode not installed. For MSL tests, move call to validate_shader_msl() to after call to regression_check() to allow a converted MSL shader to be saved for manual review even if it doesn't successfully compile as MSL.
18 lines
519 B
GLSL
18 lines
519 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) uniform sampler2D samp;
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layout(location = 0) out vec4 FragColor;
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layout(location = 1) in vec3 vNormal;
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layout(location = 2) in vec2 vUV;
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void main()
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{
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FragColor = vec4(texture(samp, vUV).xyz, 1.0);
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FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
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FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.1)).yy);
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FragColor = vec4(vNormal, 1.0);
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FragColor = vec4(vNormal + 1.8, 1.0);
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FragColor = vec4(vUV, vUV + 1.8);
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}
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