Remove MSL textureProj test shader. Need to sort it out later.
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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_in
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{
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float4 vClip4 [[user(locn1)]];
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float3 vClip3 [[user(locn0)]];
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float2 vClip2 [[user(locn2)]];
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};
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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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fragment main0_out main0(main0_in in [[stage_in]], unknown_depth_texture_type<float> uShadow1D [[texture(0)]], sampler uShadow1DSmplr [[sampler(0)]], depth2d<float> uShadow2D [[texture(1)]], sampler uShadow2DSmplr [[sampler(1)]], texture1d<float> uSampler1D [[texture(2)]], sampler uSampler1DSmplr [[sampler(2)]], texture2d<float> uSampler2D [[texture(3)]], sampler uSampler2DSmplr [[sampler(3)]], texture3d<float> uSampler3D [[texture(4)]], sampler uSampler3DSmplr [[sampler(4)]])
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{
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main0_out out = {};
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float4 _20 = in.vClip4;
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_20.y = in.vClip4.w;
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out.FragColor = uShadow1D.sample_compare(uShadow1DSmplr, _20.x / _20.y, in.vClip4.z);
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float4 _30 = in.vClip4;
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_30.z = in.vClip4.w;
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out.FragColor = uShadow2D.sample_compare(uShadow2DSmplr, _30.xy / _30.z, in.vClip4.z);
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out.FragColor = uSampler1D.sample(uSampler1DSmplr, in.vClip2.x / in.vClip2.y).x;
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out.FragColor = uSampler2D.sample(uSampler2DSmplr, in.vClip3.xy / in.vClip3.z).x;
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out.FragColor = uSampler3D.sample(uSampler3DSmplr, in.vClip4.xyz / in.vClip4.w).x;
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return out;
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}
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@ -1,21 +0,0 @@
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#version 450
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layout(binding = 0) uniform sampler1DShadow uShadow1D;
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layout(binding = 1) uniform sampler2DShadow uShadow2D;
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layout(binding = 2) uniform sampler1D uSampler1D;
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layout(binding = 3) uniform sampler2D uSampler2D;
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layout(binding = 4) uniform sampler3D uSampler3D;
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layout(location = 0) out float FragColor;
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layout(location = 0) in vec3 vClip3;
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layout(location = 1) in vec4 vClip4;
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layout(location = 2) in vec2 vClip2;
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void main()
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{
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FragColor = textureProj(uShadow1D, vClip4);
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FragColor = textureProj(uShadow2D, vClip4);
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FragColor = textureProj(uSampler1D, vClip2).x;
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FragColor = textureProj(uSampler2D, vClip3).x;
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FragColor = textureProj(uSampler3D, vClip4).x;
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}
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