23 lines
564 B
GLSL
23 lines
564 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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float FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow [[texture(0)]], depth2d<float> uTexture [[texture(1)]], sampler uShadowSmplr [[sampler(0)]], sampler uSampler [[sampler(2)]])
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{
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main0_out out = {};
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out.FragColor = uShadow.sample_compare(uShadowSmplr, in.vUV.xy, in.vUV.z) + uTexture.sample_compare(uSampler, in.vUV.xy, in.vUV.z);
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return out;
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}
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