For some reason could not find information about this on google. In OpenGL, I know I can sample a texture when drawing a GL_POINT by using gl_PointCoord. I would like to know if there is an equivalent in metal (some way to get the texture coordinates at the shader when drawing a point primitive).
Sample a texture when drawing a point primitive
Something like:
fragment float4 fragment_func(texture2d<half> colorTexture [[texture(0)]],
float2 pointCoord [[point_coord]]) {
constexpr sampler textureSampler (mag_filter::linear,
min_filter::linear);
const half4 colorSampler = colorTexture.sample(textureSampler, pointCoord);
return float4(colorSampler);
}