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

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#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
half3 uv;
};
struct xlatMtlShaderOutput {
half4 outColor [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]]
, texture3d<half> vol [[texture(1)]], sampler _mtlsmp_vol [[sampler(1)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
c_1 = (tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv.xy)) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv.xy), bias(0.5)));
c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(_mtl_i.uv)));
c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(_mtl_i.uv), bias(-0.5)));
c_1 = (c_1 + tex.sample(_mtlsmp_tex, (float2)(int2(1, 2))));
c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(int3(1, 2, 3))));
c_1 = (c_1 + tex.sample(_mtlsmp_tex, (float2)(int2(1, 2))));
c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(int3(1, 2, 3))));
_mtl_o.outColor = c_1;
return _mtl_o;
}
// stats: 7 alu 8 tex 0 flow
// inputs: 1
// #0: uv (medium float) 3x1 [-1]
// textures: 2
// #0: tex (low 2d) 0x0 [-1] loc 0
// #1: vol (low 3d) 0x0 [-1] loc 1