SPIRV-Cross/reference/shaders-msl/frag/texel-fetch-offset.frag
2018-08-07 16:02:17 +02:00

19 lines
489 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> uTexture [[texture(0)]], sampler uTextureSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
out.FragColor = uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(1)), 0);
out.FragColor += uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(-1, 1)), 0);
return out;
}