24 lines
498 B
GLSL
24 lines
498 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 spvDescriptorSetBuffer0
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{
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sampler uSampler [[id(8)]];
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texture2d<float> uTex [[id(9)]];
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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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fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 uSub [[color(1)]])
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{
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main0_out out = {};
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out.FragColor = uSub + spvDescriptorSet0.uTex.sample(spvDescriptorSet0.uSampler, float2(0.5));
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return out;
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}
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