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Diffstat (limited to '3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag')
-rw-r--r--3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag61
1 files changed, 61 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag
new file mode 100644
index 00000000000..3c4d0adb510
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag
@@ -0,0 +1,61 @@
+#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
+{
+ float4 vUV [[user(locn0)]];
+};
+
+static inline __attribute__((always_inline))
+float3 spvCubemapTo2DArrayFace(float3 P)
+{
+ float3 Coords = abs(P.xyz);
+ float CubeFace = 0;
+ float ProjectionAxis = 0;
+ float u = 0;
+ float v = 0;
+ if (Coords.x >= Coords.y && Coords.x >= Coords.z)
+ {
+ CubeFace = P.x >= 0 ? 0 : 1;
+ ProjectionAxis = Coords.x;
+ u = P.x >= 0 ? -P.z : P.z;
+ v = -P.y;
+ }
+ else if (Coords.y >= Coords.x && Coords.y >= Coords.z)
+ {
+ CubeFace = P.y >= 0 ? 2 : 3;
+ ProjectionAxis = Coords.y;
+ u = P.x;
+ v = P.y >= 0 ? P.z : -P.z;
+ }
+ else
+ {
+ CubeFace = P.z >= 0 ? 4 : 5;
+ ProjectionAxis = Coords.z;
+ u = P.z >= 0 ? P.x : -P.x;
+ v = -P.y;
+ }
+ u = 0.5 * (u/ProjectionAxis + 1);
+ v = 0.5 * (v/ProjectionAxis + 1);
+ return float3(u, v, CubeFace);
+}
+
+fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
+{
+ main0_out out = {};
+ float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
+ float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u));
+ float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
+ out.FragColor = (a + b) + c;
+ return out;
+}
+