SPIRV-Cross/reference/opt/shaders-msl/frag/input-attachment.frag

18 lines
427 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(texture2d<float> uSubpass0 [[texture(0)]], texture2d<float> uSubpass1 [[texture(1)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
out.FragColor = uSubpass0.read(uint2(gl_FragCoord.xy), 0) + uSubpass1.read(uint2(gl_FragCoord.xy), 0);
return out;
}