RetroArch/deps/SPIRV-Cross/reference/shaders-msl/frag/depth-out-early-frag-tests....

20 lines
348 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color_out [[color(0)]];
};
[[ early_fragment_tests ]] fragment main0_out main0()
{
float gl_FragDepth;
main0_out out = {};
out.color_out = float4(1.0, 0.0, 0.0, 1.0);
gl_FragDepth = 0.699999988079071044921875;
return out;
}