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29 lines
710 B
Text
29 lines
710 B
Text
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#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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half4 xlv_COLOR0;
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};
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struct xlatMtlShaderOutput {
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half4 _glesFragData_0 [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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float4 _Color;
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};
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fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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float4 tmpvar_2;
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tmpvar_2 = ((float4)_mtl_i.xlv_COLOR0 * _mtl_u._Color);
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c_1 = half4(tmpvar_2);
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_mtl_o._glesFragData_0 = c_1;
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return _mtl_o;
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}
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// stats: 1 alu 0 tex 0 flow
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// inputs: 1
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// #0: xlv_COLOR0 (low float) 4x1 [-1]
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// uniforms: 1 (total size: 16)
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// #0: _Color (high float) 4x1 [-1] loc 0
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