SPIRV-Cross/reference/shaders-msl/frag/texel-fetch-offset.1d-as-2d.frag

19 lines
579 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(texture2d<float> uTexture [[texture(0)]], texture2d<float> uTexture2 [[texture(1)]], sampler uTextureSmplr [[sampler(0)]], sampler uTexture2Smplr [[sampler(1)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
out.FragColor = uTexture.read(uint2(int2(gl_FragCoord.xy)) + uint2(int2(1)), 0);
out.FragColor += uTexture2.read(uint2(uint(int(gl_FragCoord.x)), 0) + uint2(uint(-1), 0), 0);
return out;
}