pathfinder/resources/shaders/metal/tile_alpha.fs.metal

33 lines
837 B
Metal

// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
texture2d<float> uStencilTexture [[id(0)]];
sampler uStencilTextureSmplr [[id(1)]];
};
struct main0_out
{
float4 oFragColor [[color(0)]];
};
struct main0_in
{
float2 vTexCoord [[user(locn0)]];
float vBackdrop [[user(locn1)]];
float4 vColor [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
main0_out out = {};
float coverage = abs(spvDescriptorSet0.uStencilTexture.sample(spvDescriptorSet0.uStencilTextureSmplr, in.vTexCoord).x + in.vBackdrop);
out.oFragColor = float4(in.vColor.xyz, in.vColor.w * coverage);
return out;
}