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38 lines
824 B
Text
38 lines
824 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 gl_FragCoord [[position]];
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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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float a_2;
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if ((_mtl_i.gl_FragCoord.x == 1.0)) {
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discard_fragment();
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};
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a_2 = 4.0;
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for (int i_1 = 0; i_1 < 10; i_1++, a_2 += 1.0) {
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};
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while (true) {
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a_2 += 2.0;
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break;
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};
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a_2 += 1.0;
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a_2 = (a_2 * a_2);
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a_2 = -(a_2);
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a_2 = (a_2 - 1.0);
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a_2 = rsqrt(a_2);
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_mtl_o._fragData = half4(float4(a_2));
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return _mtl_o;
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}
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// stats: 12 alu 1 tex 4 flow
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// inputs: 1
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// #0: gl_FragCoord (high float) 4x1 [-1] loc 0
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