diff options
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.frag | 61 |
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; +} + |