blob: eda19a2503bf678d4d4e9c70e0e97bb2888dc1b8 [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=-0.475) { return i.tex.sample(i.smp, p, bias(b)); }
half4 sample(sampler2D i, float3 p, float b=-0.475) { 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 s;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], 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 a = float4(sample(_globals.s, float2(0.0)));
float4 b = float4(sample(_globals.s, float3(0.0)));
_out.sk_FragColor = half4(half2(a.xy), half2(b.xy));
return _out;
}