SPIRV-Cross/reference/shaders-msl/frag/sampler-image-arrays.msl2.frag
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
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".
2019-06-21 12:54:08 +02:00

46 lines
1.7 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vTex [[user(locn0), flat]];
int vIndex [[user(locn1)]];
};
float4 sample_from_global(thread int& vIndex, thread float2& vTex, thread const array<texture2d<float>, 4> uSampler, thread const array<sampler, 4> uSamplerSmplr)
{
return uSampler[vIndex].sample(uSamplerSmplr[vIndex], (vTex + float2(0.100000001490116119384765625)));
}
float4 sample_from_argument(thread const array<texture2d<float>, 4> samplers, thread const array<sampler, 4> samplersSmplr, thread int& vIndex, thread float2& vTex)
{
return samplers[vIndex].sample(samplersSmplr[vIndex], (vTex + float2(0.20000000298023223876953125)));
}
float4 sample_single_from_argument(thread const texture2d<float> samp, thread const sampler sampSmplr, thread float2& vTex)
{
return samp.sample(sampSmplr, (vTex + float2(0.300000011920928955078125)));
}
fragment main0_out main0(main0_in in [[stage_in]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<texture2d<float>, 4> uTextures [[texture(4)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]], array<sampler, 4> uSamplers [[sampler(4)]])
{
main0_out out = {};
out.FragColor = float4(0.0);
out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex);
out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex);
out.FragColor += sample_from_global(in.vIndex, in.vTex, uSampler, uSamplerSmplr);
out.FragColor += sample_from_argument(uSampler, uSamplerSmplr, in.vIndex, in.vTex);
out.FragColor += sample_single_from_argument(uSampler[3], uSamplerSmplr[3], in.vTex);
return out;
}