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.
26 lines
570 B
GLSL
26 lines
570 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 push_cb
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{
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float4 cb0[1];
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};
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struct main0_out
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{
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float4 o0 [[color(0)]];
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};
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fragment main0_out main0(constant push_cb& _19 [[buffer(0)]], texture2d<float> t0 [[texture(0)]], sampler dummy_sampler [[sampler(0)]])
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{
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main0_out out = {};
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float4 r0;
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r0 = float4(_19.cb0[0u].z, _19.cb0[0u].w, r0.z, r0.w);
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r0 = float4(r0.x, r0.y, float2(0.0).x, float2(0.0).y);
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out.o0 = t0.read(uint2(as_type<int2>(r0.xy)) + uint2(int2(-1, -2)), as_type<int>(r0.w));
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return out;
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}
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