23 lines
431 B
GLSL
23 lines
431 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 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float2 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSamp [[texture(0)]], sampler uSampSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = uSamp.gather(uSampSmplr, in.vUV, int2(0), component::y);
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return out;
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}
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