SPIRV-Cross/reference/shaders-msl/frag/texture-proj-shadow.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

30 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float3 vClip3 [[user(locn0)]];
float4 vClip4 [[user(locn1)]];
float2 vClip2 [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow2D [[texture(0)]], texture1d<float> uSampler1D [[texture(1)]], texture2d<float> uSampler2D [[texture(2)]], texture3d<float> uSampler3D [[texture(3)]], sampler uShadow2DSmplr [[sampler(0)]], sampler uSampler1DSmplr [[sampler(1)]], sampler uSampler2DSmplr [[sampler(2)]], sampler uSampler3DSmplr [[sampler(3)]])
{
main0_out out = {};
float4 _20 = in.vClip4;
_20.z = in.vClip4.w;
out.FragColor = uShadow2D.sample_compare(uShadow2DSmplr, _20.xy / _20.z, in.vClip4.z / _20.z);
out.FragColor = uSampler1D.sample(uSampler1DSmplr, in.vClip2.x / in.vClip2.y).x;
out.FragColor = uSampler2D.sample(uSampler2DSmplr, in.vClip3.xy / in.vClip3.z).x;
out.FragColor = uSampler3D.sample(uSampler3DSmplr, in.vClip4.xyz / in.vClip4.w).x;
return out;
}