| #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 Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| struct Globals { |
| sampler2D test2D; |
| sampler2D test2DRect; |
| }; |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<half> test2D_Tex [[texture(0)]], sampler test2D_Smplr [[sampler(0)]], texture2d<half> test2DRect_Tex [[texture(1)]], sampler test2DRect_Smplr [[sampler(1)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Globals _globals{{test2D_Tex, test2D_Smplr}, {test2DRect_Tex, test2DRect_Smplr}}; |
| (void)_globals; |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = sample(_globals.test2D, float2(0.5)); |
| _out.sk_FragColor = sample(_globals.test2DRect, float2(0.5)); |
| _out.sk_FragColor = sample(_globals.test2DRect, float3(0.5)); |
| return _out; |
| } |