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@@ -6,178 +6,207 @@ namespace pshag
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{
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static const char* VS_METAL_TEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec2 uvsIn[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsIn[4];\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID];\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.uv = v.uvsIn[vertId].xy;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_METAL_TEX =
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"#version 330\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" return vtf.color * tex0.sample(samp, vtf.uv);\n"
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"}\n";
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static const char* FS_METAL_TEX_REDTOALPHA =
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"#version 330\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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" colorOut.a = colorOut.r;\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
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" return float4(colr.rgb, colr.r);"
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"}\n";
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static const char* VS_METAL_INDTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec2 uvsInScene[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsInTexrTind[4];\n"
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" float4 uvsInScene[4];\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
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" vtf.uvScene = uvsInScene[gl_VertexID];\n"
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" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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" vtf.uvScene = v.uvsInScene[vertId].xy;\n"
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" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_METAL_INDTEX =
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"#version 330\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]],\n"
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" texture2d<float> tex1 [[ texture(1) ]],\n"
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" texture2d<float> tex2 [[ texture(2) ]])\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vtf.color * sceneTexel + texrTexel;\n"
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" colorOut.a = vtf.color.a * texrTexel.a;"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
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" float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
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" float4 colr = vtf.color * sceneTexel + texrTexel;\n"
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" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
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"}\n";
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static const char* FS_METAL_CINDTEX =
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"#version 330\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]],\n"
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" texture2d<float> tex1 [[ texture(1) ]],\n"
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" texture2d<float> tex2 [[ texture(2) ]])\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
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" return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n"
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"}\n";
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static const char* VS_METAL_NOTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"uniform ParticleUniform\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_METAL_NOTEX =
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"#version 330\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
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"{\n"
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" colorOut = vtf.color;\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" return vtf.color;\n"
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"}\n";
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struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
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@@ -220,6 +249,48 @@ struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory)
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{
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static const boo::VertexElementDescriptor TexFmtTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
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};
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m_vtxFormatTex = factory.newVertexFormat(9, TexFmtTex);
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static const boo::VertexElementDescriptor TexFmtIndTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
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};
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m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(13, TexFmtIndTex);
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFormatNoTex = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex);
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m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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