| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| float4x4 colorXform; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| struct Globals { |
| texture2d<float> s; |
| sampler sSmplr; |
| }; |
| |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<float> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Globals globalStruct{s, sSmplr}; |
| thread Globals* _globals = &globalStruct; |
| (void)_globals; |
| Outputs _outputStruct; |
| thread Outputs* _out = &_outputStruct; |
| float4 tmpColor; |
| _out->sk_FragColor = (tmpColor = _globals->s.sample(_globals->sSmplr, float2(1.0)) , _uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); |
| return *_out; |
| } |