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