e2c95bdcbc
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".
33 lines
703 B
GLSL
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;
|
|
}
|
|
|