| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct main0_out |
| { |
| float4 FragColor [[color(0)]]; |
| }; |
| |
| struct main0_in |
| { |
| float3 vUV [[user(locn0)]]; |
| }; |
| |
| fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSamp [[texture(0)]], depth2d<float> uSampShadow [[texture(1)]], sampler uSampSmplr [[sampler(0)]], sampler uSampShadowSmplr [[sampler(1)]]) |
| { |
| main0_out out = {}; |
| out.FragColor = uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::x); |
| out.FragColor += uSamp.gather(uSampSmplr, in.vUV.xy, int2(0), component::y); |
| out.FragColor += uSampShadow.gather_compare(uSampShadowSmplr, in.vUV.xy, in.vUV.z); |
| return out; |
| } |
| |