bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dgrad-outES3Metal.txt
2014-10-11 12:32:43 -07:00

35 lines
1.2 KiB
Text

#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
half3 uv1;
float3 uv2;
};
struct xlatMtlShaderOutput {
half4 _fragColor [[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)]])
{
xlatMtlShaderOutput _mtl_o;
half2 tmpvar_1;
tmpvar_1 = dfdx(_mtl_i.uv1.xy);
half2 tmpvar_2;
tmpvar_2 = dfdy(_mtl_i.uv1.xy);
float2 tmpvar_3;
tmpvar_3 = dfdx(_mtl_i.uv2.xy);
float2 tmpvar_4;
tmpvar_4 = dfdy(_mtl_i.uv2.xy);
_mtl_o._fragColor = ((tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv1.xy), gradient2d((float2)(tmpvar_1), (float2)(tmpvar_2))) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv2.xy), gradient2d((float2)(tmpvar_3), (float2)(tmpvar_4)))) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv2.xy), gradient2d((float2)(_mtl_i.uv1.xy), (float2)(_mtl_i.uv1.xy))));
return _mtl_o;
}
// stats: 6 alu 3 tex 0 flow
// inputs: 2
// #0: uv1 (medium float) 3x1 [-1]
// #1: uv2 (high float) 3x1 [-1]
// textures: 1
// #0: tex (low 2d) 0x0 [-1] loc 0