diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/shadow-compare-global-alias.invalid.frag')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/shadow-compare-global-alias.invalid.frag | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/shadow-compare-global-alias.invalid.frag b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/shadow-compare-global-alias.invalid.frag new file mode 100644 index 00000000000..fa0a10b0a4a --- /dev/null +++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/shadow-compare-global-alias.invalid.frag @@ -0,0 +1,53 @@ +#pragma clang diagnostic ignored "-Wmissing-prototypes" + +#include <metal_stdlib> +#include <simd/simd.h> + +using namespace metal; + +struct main0_out +{ + float FragColor [[color(0)]]; +}; + +struct main0_in +{ + float3 vUV [[user(locn0)]]; +}; + +inline float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp) +{ + return uTex.sample_compare(uSamp, uv.xy, uv.z); +} + +inline float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV) +{ + return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z); +} + +inline float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV) +{ + return uT.sample_compare(uS, vUV.xy, vUV.z); +} + +inline float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV) +{ + return uS.sample_compare(uSSmplr, vUV.xy, vUV.z); +} + +fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTex [[texture(0)]], depth2d<float> uSampler [[texture(1)]], sampler uSamp [[sampler(0)]], sampler uSamplerSmplr [[sampler(1)]]) +{ + main0_out out = {}; + out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z); + out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z); + float3 param = in.vUV; + out.FragColor += Samp(param, uTex, uSamp); + float3 param_1 = in.vUV; + out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV); + float3 param_2 = in.vUV; + out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV); + float3 param_3 = in.vUV; + out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV); + return out; +} + |