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Removed Travis-killing MSL test: flatten/copy.flatten.vert.
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Light
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{
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float3 Position;
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float Radius;
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float4 Color;
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};
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struct UBO
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{
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float4x4 uMVP;
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Light lights[4];
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};
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struct main0_in
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{
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float4 aVertex [[attribute(0)]];
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float3 aNormal [[attribute(1)]];
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};
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struct main0_out
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{
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float4 vColor [[user(locn0)]];
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float4 gl_Position [[position]];
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float gl_PointSize;
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
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{
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main0_out out = {};
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out.gl_Position = _21.uMVP * in.aVertex;
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out.vColor = float4(0.0);
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for (int i = 0; i < 4; i++)
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{
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Light light;
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light.Position = _21.lights[i].Position;
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light.Radius = _21.lights[i].Radius;
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light.Color = _21.lights[i].Color;
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float3 L = in.aVertex.xyz - light.Position;
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out.vColor += ((_21.lights[i].Color * clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
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}
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return out;
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}
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@ -1,34 +0,0 @@
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#version 310 es
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struct Light
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{
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vec3 Position;
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float Radius;
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vec4 Color;
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};
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layout(std140) uniform UBO
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{
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mat4 uMVP;
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Light lights[4];
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};
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in vec4 aVertex;
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in vec3 aNormal;
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out vec4 vColor;
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void main()
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{
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gl_Position = uMVP * aVertex;
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vColor = vec4(0.0);
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for (int i = 0; i < 4; ++i)
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{
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Light light = lights[i];
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vec3 L = aVertex.xyz - light.Position;
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vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * lights[i].Color);
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}
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}
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