| #pragma clang diagnostic ignored "-Wmissing-prototypes" |
| |
| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct main0_out |
| { |
| float FragColor [[color(0)]]; |
| }; |
| |
| struct main0_in |
| { |
| float3 vUV [[user(locn0)]]; |
| }; |
| |
| static inline __attribute__((always_inline)) |
| float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp) |
| { |
| return uTex.sample_compare(uSamp, uv.xy, uv.z); |
| } |
| |
| static inline __attribute__((always_inline)) |
| float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV) |
| { |
| return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z); |
| } |
| |
| static inline __attribute__((always_inline)) |
| float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV) |
| { |
| return uT.sample_compare(uS, vUV.xy, vUV.z); |
| } |
| |
| static inline __attribute__((always_inline)) |
| float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV) |
| { |
| return uS.sample_compare(uSSmplr, vUV.xy, vUV.z); |
| } |
| |
| fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTex [[texture(0)]], depth2d<float> uSampler [[texture(1)]], sampler uSamp [[sampler(0)]], sampler uSamplerSmplr [[sampler(1)]]) |
| { |
| main0_out out = {}; |
| out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z); |
| out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z); |
| float3 param = in.vUV; |
| out.FragColor += Samp(param, uTex, uSamp); |
| float3 param_1 = in.vUV; |
| out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV); |
| float3 param_2 = in.vUV; |
| out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV); |
| float3 param_3 = in.vUV; |
| out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV); |
| return out; |
| } |
| |