33 lines
829 B
GLSL
33 lines
829 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vColor [[user(locn0)]];
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float2 vTex_0 [[user(locn1)]];
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float2 vTex_1 [[user(locn2)]];
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float2 vTex_2 [[user(locn3)]];
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float2 vTex_3 [[user(locn4)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]], uint gl_ViewIndex [[render_target_array_index]])
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{
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main0_out out = {};
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float2 vTex[4] = {};
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vTex[0] = in.vTex_0;
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vTex[1] = in.vTex_1;
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vTex[2] = in.vTex_2;
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vTex[3] = in.vTex_3;
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gl_ViewIndex += spvViewMask[0];
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out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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return out;
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}
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