blob: cce5871b304f3296200849a0c91db9805821869b [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct sampler2D {
texture2d<half> tex;
sampler smp;
};
half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); }
half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); }
struct Uniforms {
float4x4 colorXform;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
struct Globals {
sampler2D s;
};
thread bool operator==(const float4x4 left, const float4x4 right);
thread bool operator!=(const float4x4 left, const float4x4 right);
thread bool operator==(const float4x4 left, const float4x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x4 left, const float4x4 right) {
return !(left == right);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<half> s_Tex [[texture(0)]], sampler s_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{{s_Tex, s_Smplr}};
(void)_globals;
Outputs _out;
(void)_out;
float4 tmpColor;
_out.sk_FragColor = (tmpColor = float4(sample(_globals.s, float2(1.0))), half4(_uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor));
return _out;
}