18 lines
426 B
GLSL
18 lines
426 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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fragment main0_out main0(texture2d_ms<float> uSampler [[texture(0)]], texture2d_ms<float> uImage [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = float4(float(int(uSampler.get_num_samples()) + int(uImage.get_num_samples())));
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return out;
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}
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