SPIRV-Cross/reference/shaders-msl/frag/complex-expression-in-access-chain.frag
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00

33 lines
703 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 results[1024];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
int vIn [[user(locn0)]];
int vIn2 [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d<int> Buf [[texture(0)]], sampler BufSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
int4 coords = Buf.read(uint2(int2(gl_FragCoord.xy)), 0);
float4 foo = _34.results[coords.x % 16];
int c = in.vIn * in.vIn;
int d = in.vIn2 * in.vIn2;
out.FragColor = (foo + foo) + _34.results[c + d];
return out;
}