SPIRV-Cross/reference/shaders-msl/frag/mix.frag
Bill Hollings be4cb17a14 Enhance MSL testing and add numerous MSL test cases.
Add to suite of MSL tests and references any existing GLSL tests
that successfully convert GLSL->SPIRV->MSL and compile as MSL.
test_shaders_helper() ignores hidden files that start with '.',
to avoid accidentally finding hidden OSX files such as .DS_Store.
Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler.
Wrap calls to xcrun in exception handling to ignore if Xcode not installed.
For MSL tests, move call to validate_shader_msl() to after call to
regression_check() to allow a converted MSL shader to be saved for
manual review even if it doesn't successfully compile as MSL.
2017-01-30 22:55:21 -05:00

49 lines
909 B
JavaScript

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float vIn3 [[user(locn3)]];
float vIn2 [[user(locn2)]];
float4 vIn1 [[user(locn1)]];
float4 vIn0 [[user(locn0)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
bool4 l = bool4(false, true, false, false);
out.FragColor = float4(l.x ? in.vIn1.x : in.vIn0.x, l.y ? in.vIn1.y : in.vIn0.y, l.z ? in.vIn1.z : in.vIn0.z, l.w ? in.vIn1.w : in.vIn0.w);
bool f = true;
out.FragColor = float4(f ? in.vIn3 : in.vIn2);
float4 _35;
if (f)
{
_35 = in.vIn0;
}
else
{
_35 = in.vIn1;
}
out.FragColor = _35;
float _44;
if (f)
{
_44 = in.vIn2;
}
else
{
_44 = in.vIn3;
}
out.FragColor = float4(_44);
return out;
}