bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dshadow-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
constexpr sampler _mtl_xl_shadow_sampler(address::clamp_to_edge, filter::linear, compare_func::less);
struct xlatMtlShaderInput {
float4 uvHi;
half4 uvMed;
};
struct xlatMtlShaderOutput {
half4 _fragColor [[color(0)]];
};
struct xlatMtlShaderUniform {
};
;
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, depth2d<float> shadowmap [[texture(0)]], sampler _mtlsmp_shadowmap [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 r_1;
half4 tmpvar_2;
tmpvar_2 = half4((shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.uvHi.xyz).xy, (float)(_mtl_i.uvHi.xyz).z) + shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.uvHi).xy / (float)(_mtl_i.uvHi).w, (float)(_mtl_i.uvHi).z / (float)(_mtl_i.uvHi).w)));
r_1.yzw = tmpvar_2.yzw;
r_1.x = (tmpvar_2.x + shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.uvMed.xyz).xy, (float)(_mtl_i.uvMed.xyz).z));
_mtl_o._fragColor = r_1;
return _mtl_o;
}
// stats: 2 alu 3 tex 0 flow
// inputs: 2
// #0: uvHi (high float) 4x1 [-1]
// #1: uvMed (medium float) 4x1 [-1]
// textures: 1
// #0: shadowmap (low 2d) 0x0 [-1] loc 0