24 lines
485 B
GLSL
24 lines
485 B
GLSL
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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 main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vColor [[user(locn0)]];
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float2 vTex [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]], uint gl_SampleID [[sample_id]])
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{
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main0_out out = {};
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out.FragColor = in.vColor * uTex.sample(uTexSmplr, in.vTex);
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return out;
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}
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