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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.frag53
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;
+}
+