SPIRV-Cross/reference/opt/shaders-msl/frag/swizzle.frag
dan sinclair 171c646474 Roll GLSLang, SPIRV-Tools and SPIRV-Headers.
This CL rolls the various dependencies and updates tests to match.
2020-04-23 10:53:49 -04:00

31 lines
875 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float3 vNormal [[user(locn1)]];
float2 vUV [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> samp [[texture(0)]], sampler sampSmplr [[sampler(0)]])
{
main0_out out = {};
float4 _19 = samp.sample(sampSmplr, in.vUV);
float _23 = _19.x;
out.FragColor = float4(_23, _19.yz, 1.0);
out.FragColor = float4(_23, _19.z, 1.0, 4.0);
out.FragColor = float4(_23, _23, samp.sample(sampSmplr, (in.vUV + float2(0.100000001490116119384765625))).yy);
out.FragColor = float4(in.vNormal, 1.0);
out.FragColor = float4(in.vNormal + float3(1.7999999523162841796875), 1.0);
out.FragColor = float4(in.vUV, in.vUV + float2(1.7999999523162841796875));
return out;
}