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28 lines
866 B
Text
28 lines
866 B
Text
#include <metal_stdlib>
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using namespace metal;
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constexpr sampler _mtl_xl_shadow_sampler(address::clamp_to_edge, filter::linear, compare_func::less);
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struct xlatMtlShaderInput {
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half4 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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, depthcube<float> shadowmap [[texture(0)]], sampler _mtlsmp_shadowmap [[sampler(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 tmpvar_1;
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tmpvar_1 = half4(shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float3)(_mtl_i.uv).xyz, (_mtl_i.uv).w));
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_mtl_o._fragColor = tmpvar_1;
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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 (medium float) 4x1 [-1]
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// textures: 1
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// #0: shadowmap (low cube) 0x0 [-1] loc 0
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