skia2/tests/sksl/metal/SamplerGlobals.metal
Jim Van Verth e7a8f85e4f Only include header once in combined MSL shader.
Bug: skia:11389
Change-Id: I3e24dcaa2cfeddc7efd7985f9f42a59bfc8175f2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385137
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
2021-03-15 21:42:06 +00:00

20 lines
726 B
Metal

struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<float> texA;
sampler texASmplr;
texture2d<float> texB;
sampler texBSmplr;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{texA, texASmplr, texB, texBSmplr};
(void)_globals;
Outputs _out;
(void)_out;
_out.sk_FragColor = _globals.texA.sample(_globals.texASmplr, float2(0.0)) * _globals.texB.sample(_globals.texBSmplr, float2(0.0));
return _out;
}