29 lines
646 B
GLSL
29 lines
646 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 Vertices
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{
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float2 uvs[1];
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};
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struct main0_out
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{
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float2 value [[color(0)]];
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};
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struct main0_in
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{
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float3 gl_BaryCoordNoPerspNV [[barycentric_coord, center_no_perspective]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], const device Vertices& _19 [[buffer(0)]], uint gl_PrimitiveID [[primitive_id]])
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{
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main0_out out = {};
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int _23 = 3 * int(gl_PrimitiveID);
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out.value = ((_19.uvs[_23] * in.gl_BaryCoordNoPerspNV.x) + (_19.uvs[_23 + 1] * in.gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_23 + 2] * in.gl_BaryCoordNoPerspNV.z);
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return out;
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}
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