51 lines
1.8 KiB
Metal
51 lines
1.8 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct sampler2D {
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texture2d<half> tex;
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sampler smp;
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};
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half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); }
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half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); }
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half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); }
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half4 sampleLod(sampler2D i, float3 p, float lod) {
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return i.tex.sample(i.smp, p.xy / p.z, level(lod));
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}
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half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) {
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return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy));
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}
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struct Uniforms {
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float4x4 colorXform;
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};
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struct Inputs {
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};
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struct Outputs {
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half4 sk_FragColor [[color(0)]];
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};
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struct Globals {
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sampler2D s;
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};
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thread bool operator==(const float4x4 left, const float4x4 right);
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thread bool operator!=(const float4x4 left, const float4x4 right);
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thread bool operator==(const float4x4 left, const float4x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x4 left, const float4x4 right) {
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return !(left == right);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<half> s_Tex [[texture(0)]], sampler s_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Globals _globals{{s_Tex, s_Smplr}};
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(void)_globals;
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Outputs _out;
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(void)_out;
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float4 tmpColor;
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_out.sk_FragColor = (tmpColor = float4(sample(_globals.s, float2(1.0))), half4(_uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor));
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return _out;
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}
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