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36 lines
1.2 KiB
Text
36 lines
1.2 KiB
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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half3 uv1;
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float3 uv2;
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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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half2 tmpvar_1;
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tmpvar_1 = dfdx(_mtl_i.uv1.xy);
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half2 tmpvar_2;
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tmpvar_2 = dfdy(_mtl_i.uv1.xy);
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float2 tmpvar_3;
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tmpvar_3 = dfdx(_mtl_i.uv2.xy);
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float2 tmpvar_4;
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tmpvar_4 = dfdy(_mtl_i.uv2.xy);
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_mtl_o._fragColor = ((tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv1.xy), gradient2d((float2)(tmpvar_1), (float2)(tmpvar_2))) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv2.xy), gradient2d((float2)(tmpvar_3), (float2)(tmpvar_4)))) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv2.xy), gradient2d((float2)(_mtl_i.uv1.xy), (float2)(_mtl_i.uv1.xy))));
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return _mtl_o;
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}
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// stats: 6 alu 3 tex 0 flow
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// inputs: 2
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// #0: uv1 (medium float) 3x1 [-1]
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// #1: uv2 (high float) 3x1 [-1]
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// textures: 1
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// #0: tex (low 2d) 0x0 [-1] loc 0
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