#include #include #ifdef __clang__ #pragma clang diagnostic ignored "-Wall" #endif using namespace metal; struct sampler2D { texture2d tex; sampler smp; }; half4 sample(sampler2D i, float2 p, float b=0) { return i.tex.sample(i.smp, p, bias(b)); } half4 sample(sampler2D i, float3 p, float b=0) { return i.tex.sample(i.smp, p.xy / p.z, bias(b)); } half4 sampleLod(sampler2D i, float2 p, float lod) { return i.tex.sample(i.smp, p, level(lod)); } half4 sampleLod(sampler2D i, float3 p, float lod) { return i.tex.sample(i.smp, p.xy / p.z, level(lod)); } half4 sampleGrad(sampler2D i, float2 p, float2 dPdx, float2 dPdy) { return i.tex.sample(i.smp, p, gradient2d(dPdx, dPdy)); } struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { sampler2D tex; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d tex_Tex [[texture(0)]], sampler tex_Smplr [[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{{tex_Tex, tex_Smplr}}; (void)_globals; Outputs _out; (void)_out; float4 a = float4(sample(_globals.tex, float2(0.0))); float4 b = float4(sample(_globals.tex, float3(0.0))); _out.sk_FragColor = half4(half2(a.xy), half2(b.zw)); return _out; }