blob: 7be1a2cbc202314a0807df785693f747c206c116 [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)); }
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 {
float2 c [[user(locn1)]];
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<half> aTexture;
sampler2D aSampledTexture;
};
half4 helpers_helper_h4ZT(Inputs _in, sampler2D s, texture2d<half> t) {
return sample(s, _in.c);
}
half4 helper_h4TZ(Inputs _in, texture2d<half> t, sampler2D s) {
return helpers_helper_h4ZT(_in, s, t);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<half> aTexture [[texture(1)]], texture2d<half> aSampledTexture_Tex [[texture(2)]], sampler aSampledTexture_Smplr [[sampler(2)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{aTexture, {aSampledTexture_Tex, aSampledTexture_Smplr}};
(void)_globals;
Outputs _out;
(void)_out;
_out.sk_FragColor = helper_h4TZ(_in, _uniforms.aTexture, _globals.aSampledTexture);
return _out;
}