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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, 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;
-}
-