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38 lines
1,015 B
Text
38 lines
1,015 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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float2 gl_PointCoord [[point_coord]];
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bool gl_FrontFacing [[front_facing]];
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float4 gl_FragCoord [[position]];
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half4 uv;
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};
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struct xlatMtlShaderOutput {
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half4 _fragData [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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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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c_1 = half4(((float4)_mtl_i.uv + _mtl_i.gl_FragCoord));
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float tmpvar_2;
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if (_mtl_i.gl_FrontFacing) {
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tmpvar_2 = 1.0;
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} else {
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tmpvar_2 = 0.0;
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};
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c_1.x = (c_1.x + (half)tmpvar_2);
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c_1.xy = half2(((float2)c_1.xy + _mtl_i.gl_PointCoord));
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_mtl_o._fragData = c_1;
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return _mtl_o;
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}
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// stats: 5 alu 0 tex 1 flow
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// inputs: 4
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// #0: gl_PointCoord (high float) 2x1 [-1] loc 23
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// #1: gl_FrontFacing (low bool) 1x1 [-1] loc 22
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// #2: gl_FragCoord (high float) 4x1 [-1] loc 0
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// #3: uv (medium float) 4x1 [-1]
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