SPIRV-Cross/reference/shaders-msl/frag/sampler-ms.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

19 lines
524 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(float4 gl_FragCoord [[position]], texture2d_ms<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
int2 coord = int2(gl_FragCoord.xy);
out.FragColor = ((uSampler.read(uint2(coord.xy), 0) + uSampler.read(uint2(coord.xy), 1)) + uSampler.read(uint2(coord.xy), 2)) + uSampler.read(uint2(coord.xy), 3);
return out;
}