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.
21 lines
461 B
GLSL
21 lines
461 B
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
layout(location = 0) in vec4 vIn0;
|
|
layout(location = 1) in vec4 vIn1;
|
|
layout(location = 2) in float vIn2;
|
|
layout(location = 3) in float vIn3;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
void main()
|
|
{
|
|
bvec4 l = bvec4(false, true, false, false);
|
|
FragColor = mix(vIn0, vIn1, l);
|
|
|
|
bool f = true;
|
|
FragColor = vec4(mix(vIn2, vIn3, f));
|
|
|
|
FragColor = f ? vIn0 : vIn1;
|
|
FragColor = vec4(f ? vIn2 : vIn3);
|
|
}
|