87 lines
2.6 KiB
GLSL
87 lines
2.6 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-braces"
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#pragma clang diagnostic ignored "-Wunused-variable"
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#include <metal_stdlib>
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#include <simd/simd.h>
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template <typename T, size_t Num>
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struct unsafe_array
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{
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T __Elements[Num ? Num : 1];
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constexpr size_t size() const thread { return Num; }
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constexpr size_t max_size() const thread { return Num; }
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constexpr bool empty() const thread { return Num == 0; }
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constexpr size_t size() const device { return Num; }
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constexpr size_t max_size() const device { return Num; }
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constexpr bool empty() const device { return Num == 0; }
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constexpr size_t size() const constant { return Num; }
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constexpr size_t max_size() const constant { return Num; }
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constexpr bool empty() const constant { return Num == 0; }
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constexpr size_t size() const threadgroup { return Num; }
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constexpr size_t max_size() const threadgroup { return Num; }
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constexpr bool empty() const threadgroup { return Num == 0; }
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thread T &operator[](size_t pos) thread
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{
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return __Elements[pos];
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}
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constexpr const thread T &operator[](size_t pos) const thread
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{
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return __Elements[pos];
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}
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device T &operator[](size_t pos) device
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{
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return __Elements[pos];
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}
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constexpr const device T &operator[](size_t pos) const device
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{
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return __Elements[pos];
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}
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constexpr const constant T &operator[](size_t pos) const constant
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{
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return __Elements[pos];
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}
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threadgroup T &operator[](size_t pos) threadgroup
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{
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return __Elements[pos];
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}
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constexpr const threadgroup T &operator[](size_t pos) const threadgroup
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{
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return __Elements[pos];
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}
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};
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using namespace metal;
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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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struct main0_in
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{
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float3 vClip3 [[user(locn0)]];
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float4 vClip4 [[user(locn1)]];
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float2 vClip2 [[user(locn2)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow2D [[texture(0)]], texture1d<float> uSampler1D [[texture(1)]], texture2d<float> uSampler2D [[texture(2)]], texture3d<float> uSampler3D [[texture(3)]], sampler uShadow2DSmplr [[sampler(0)]], sampler uSampler1DSmplr [[sampler(1)]], sampler uSampler2DSmplr [[sampler(2)]], sampler uSampler3DSmplr [[sampler(3)]])
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{
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main0_out out = {};
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float4 _20 = in.vClip4;
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_20.z = in.vClip4.w;
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out.FragColor = uShadow2D.sample_compare(uShadow2DSmplr, _20.xy / _20.z, in.vClip4.z / _20.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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