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1#include <metal_stdlib>
2#include <simd/simd.h>
3using namespace metal;
4
5struct sampler2D {
6    texture2d<half> tex;
7    sampler smp;
8};
9half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); }
10half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); }
11half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); }
12half4 sampleLod(sampler2D i, float3 p, float lod) {
13    return i.tex.sample(i.smp, p.xy / p.z, level(lod));
14}
15half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) {
16    return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy));
17}
18
19struct Inputs {
20};
21struct Outputs {
22    half4 sk_FragColor [[color(0)]];
23};
24struct Globals {
25    sampler2D mtlSampler;
26};
27fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<half> mtlSampler_Tex [[texture(0)]], sampler mtlSampler_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
28    Globals _globals{{mtlSampler_Tex, mtlSampler_Smplr}};
29    (void)_globals;
30    Outputs _out;
31    (void)_out;
32    _out.sk_FragColor = sample(_globals.mtlSampler, float2(0.0));
33    return _out;
34}
35