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FSHOE?Iu_alphaRef40#include 
#include 

using namespace metal;

struct _Global
{
    float4 u_alphaRef4;
};

struct xlatMtlMain_out
{
    float4 bgfx_FragData0 [[color(0)]];
};

struct xlatMtlMain_in
{
    float4 v_color0 [[user(locn0)]];
    float2 v_texcoord0 [[user(locn1)]];
    float3 v_texcoord1 [[user(locn2)]];
};

fragment xlatMtlMain_out xlatMtlMain(xlatMtlMain_in in [[stage_in]], constant _Global& _mtl_u [[buffer(0)]], texture2d s_texColor [[texture(0)]], texture2d s_texSparkle [[texture(1)]], sampler s_texColorSampler [[sampler(0)]], sampler s_texSparkleSampler [[sampler(1)]])
{
    xlatMtlMain_out out = {};
    float4 _232 = s_texSparkle.sample(s_texSparkleSampler, in.v_texcoord1.xy);
    float _189 = _232.w * in.v_texcoord1.z;
    float4 _240 = s_texColor.sample(s_texColorSampler, in.v_texcoord0);
    float4 _210 = in.v_color0.zyxw * fast::min(float4(1.0), _240 + float4(_232.zyx * _189, _189));
    if (_210.w <= _mtl_u.u_alphaRef4.x)
    {
        discard_fragment();
    }
    out.bgfx_FragData0 = _210;
    return out;
}






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