bgfx/3rdparty/glsl-optimizer/tests/fragment/texCubeShadow-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 {
half4 uv;
};
struct xlatMtlShaderOutput {
half4 _fragColor [[color(0)]];
};
struct xlatMtlShaderUniform {
};
;
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, depthcube<float> shadowmap [[texture(0)]], sampler _mtlsmp_shadowmap [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 tmpvar_1;
tmpvar_1 = half4(shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float3)(_mtl_i.uv).xyz, (_mtl_i.uv).w));
_mtl_o._fragColor = tmpvar_1;
return _mtl_o;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: uv (medium float) 4x1 [-1]
// textures: 1
// #0: shadowmap (low cube) 0x0 [-1] loc 0