26 lines
871 B
GLSL
26 lines
871 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texturecube_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
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{
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main0_out out = {};
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float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
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float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w)));
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float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
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out.FragColor = (a + b) + c;
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return out;
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}
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