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34 lines
925 B
Text
34 lines
925 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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float4 uvHi;
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half4 uvMed;
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};
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struct xlatMtlShaderOutput {
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half4 _fragColor [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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};
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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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, texture2d<half> tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 tmpvar_1;
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half4 tmpvar_2;
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tmpvar_2 = tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uvHi.xy), level(0.0));
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tmpvar_1 = tmpvar_2;
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half4 tmpvar_3;
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tmpvar_3 = tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uvMed.xy), level(_mtl_i.uvMed.z));
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_mtl_o._fragColor = (tmpvar_1 + tmpvar_3);
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return _mtl_o;
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}
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// stats: 1 alu 2 tex 0 flow
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// inputs: 2
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// #0: uvHi (high float) 4x1 [-1]
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// #1: uvMed (medium float) 4x1 [-1]
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// textures: 1
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// #0: tex (low 2d) 0x0 [-1] loc 0
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