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26 lines
803 B
Text
26 lines
803 B
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float2 varUV;
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};
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struct xlatMtlShaderOutput {
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half4 _fragData [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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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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, texture2d<float> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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float4 tmpvar_1;
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tmpvar_1 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.varUV), level(0.0)).xxxx;
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_mtl_o._fragData = half4(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: varUV (high float) 2x1 [-1]
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// textures: 1
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// #0: _CameraDepthTexture (high 2d) 0x0 [-1] loc 0
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