45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
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 UBO
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{
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float4 v;
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};
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struct spvDescriptorSetBuffer0
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{
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array<texture2d<float>, 10000> uSamplers [[id(0)]];
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array<sampler, 10000> uSamplersSmplr [[id(10000)]];
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};
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struct spvDescriptorSetBuffer1
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{
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constant UBO* vs [[id(0)]][10000];
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};
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struct spvDescriptorSetBuffer2
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{
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texture2d<float> uSampler [[id(0)]];
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sampler uSamplerSmplr [[id(1)]];
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};
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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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float2 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], const device spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], const device spvDescriptorSetBuffer1& spvDescriptorSet1 [[buffer(1)]], constant spvDescriptorSetBuffer2& spvDescriptorSet2 [[buffer(2)]])
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{
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main0_out out = {};
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out.FragColor = (spvDescriptorSet0.uSamplers[9999].sample(spvDescriptorSet0.uSamplersSmplr[9999], in.vUV) + spvDescriptorSet1.vs[5000]->v) + spvDescriptorSet2.uSampler.sample(spvDescriptorSet2.uSamplerSmplr, in.vUV);
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return out;
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}
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