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macOS build fixes
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@@ -196,6 +196,7 @@ Texture2D zFrontfaceTex : register(t0);
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Texture2D zBackfaceTex : register(t1);
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Texture2D zLinearizer : register(t2);
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SamplerState samp : register(s0);
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SamplerState zLinearizerSamp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float frontY;
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@@ -204,8 +205,8 @@ float4 main(in VertToFrag vtf) : SV_Target0
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float frontX = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, frontY);
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float backX = modf((1.0 - zBackfaceTex.Sample(samp, vtf.uv).r) * linScale, backY);
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const float uvBias = 0.5 / 256.0;
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float frontLin = zLinearizer.Sample(samp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.Sample(samp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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float frontLin = zLinearizer.Sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.Sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
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}
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@@ -219,6 +220,7 @@ struct VertToFrag
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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sampler zLinearizerSamp [[ sampler(3) ]],
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texture2d<float> zFrontfaceTex [[ texture(0) ]],
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texture2d<float> zBackfaceTex [[ texture(1) ]],
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texture2d<float> zLinearizer [[ texture(2) ]])
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@@ -229,7 +231,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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float frontX = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, frontY);
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float backX = modf((1.0 - zBackfaceTex.sample(samp, vtf.uv).r) * linScale, backY);
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const float uvBias = 0.5 / 256.0;
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float frontLin = zLinearizer.sample(samp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.sample(samp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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float frontLin = zLinearizer.sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
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}
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