23 lines
572 B
GLSL
23 lines
572 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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float4 out_var_SV_Target0 [[color(0)]];
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};
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struct main0_in
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{
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float2 in_var_TEXCOORD0 [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> g_depthTexture [[texture(0)]], sampler g_sampler [[sampler(0)]], sampler g_comp [[sampler(1)]])
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{
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main0_out out = {};
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out.out_var_SV_Target0 = g_depthTexture.gather_compare(g_comp, in.in_var_TEXCOORD0, 0.5) * g_depthTexture.gather(g_sampler, in.in_var_TEXCOORD0, int2(0));
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return out;
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}
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