| #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)); } |
| half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); } |
| half4 sampleLod(sampler2D i, float3 p, float lod) { |
| return i.tex.sample(i.smp, p.xy / p.z, level(lod)); |
| } |
| half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) { |
| return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy)); |
| } |
| |
| 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; |
| } |