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