| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| float4x4 colorXform; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| struct Globals { |
| texture2d<half> s; |
| sampler sSmplr; |
| }; |
| |
| thread bool operator==(const float4x4 left, const float4x4 right); |
| thread bool operator!=(const float4x4 left, const float4x4 right); |
| thread bool operator==(const float4x4 left, const float4x4 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]) && |
| all(left[3] == right[3]); |
| } |
| thread bool operator!=(const float4x4 left, const float4x4 right) { |
| return !(left == right); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<half> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Globals _globals{s, sSmplr}; |
| (void)_globals; |
| Outputs _out; |
| (void)_out; |
| float4 tmpColor; |
| _out.sk_FragColor = (tmpColor = float4(_globals.s.sample(_globals.sSmplr, 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)); |
| return _out; |
| } |