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35 lines
1.2 KiB
Text
35 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 uv;
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};
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struct xlatMtlShaderOutput {
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half4 outColor [[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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, texture2d<half> tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]]
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, texture3d<half> vol [[texture(1)]], sampler _mtlsmp_vol [[sampler(1)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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c_1 = (tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv.xy)) + tex.sample(_mtlsmp_tex, (float2)(_mtl_i.uv.xy), bias(0.5)));
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c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(_mtl_i.uv)));
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c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(_mtl_i.uv), bias(-0.5)));
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c_1 = (c_1 + tex.sample(_mtlsmp_tex, (float2)(int2(1, 2))));
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c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(int3(1, 2, 3))));
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c_1 = (c_1 + tex.sample(_mtlsmp_tex, (float2)(int2(1, 2))));
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c_1 = (c_1 + vol.sample(_mtlsmp_vol, (float3)(int3(1, 2, 3))));
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_mtl_o.outColor = c_1;
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return _mtl_o;
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}
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// stats: 7 alu 8 tex 0 flow
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// inputs: 1
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// #0: uv (medium float) 3x1 [-1]
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// textures: 2
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// #0: tex (low 2d) 0x0 [-1] loc 0
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// #1: vol (low 3d) 0x0 [-1] loc 1
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