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, 0 insertions, 61 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 deleted file mode 100644 index 3c4d0adb510..00000000000 --- a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag +++ /dev/null @@ -1,61 +0,0 @@ -#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; -} - |