bgfx/3rdparty/glsl-optimizer/tests/fragment/tex3D-outES3Metal.txt
2014-10-11 12:32:43 -07:00

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#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float3 uv;
};
struct xlatMtlShaderOutput {
half4 _fragColor [[color(0)]];
};
struct xlatMtlShaderUniform {
};
;
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture3d<half> tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
_mtl_o._fragColor = tex.sample(_mtlsmp_tex, (float3)(_mtl_i.uv));
return _mtl_o;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: uv (high float) 3x1 [-1]
// textures: 1
// #0: tex (low 3d) 0x0 [-1] loc 0