23 lines
570 B
GLSL
23 lines
570 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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float4 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
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return out;
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}
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