SPIRV-Cross/reference/shaders-msl/frag/interpolation-qualifiers-block.frag

40 lines
936 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Input
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 Input_v0 [[user(locn0), centroid_no_perspective]];
float2 Input_v1 [[user(locn1), centroid_no_perspective]];
float3 Input_v2 [[user(locn2), centroid_no_perspective]];
float4 Input_v3 [[user(locn3), centroid_no_perspective]];
float Input_v4 [[user(locn4), centroid_no_perspective]];
float Input_v5 [[user(locn5), centroid_no_perspective]];
float Input_v6 [[user(locn6), centroid_no_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = float4(in.Input_v0.x + in.Input_v1.y, in.Input_v2.xy, ((in.Input_v3.w * in.Input_v4) + in.Input_v5) - in.Input_v6);
return out;
}