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Metal API adjustments; MSAA support
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@@ -79,7 +79,7 @@ static const char* LightingShadowMetal =
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"};\n"
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"\n"
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"static float4 EXTLightingShadowFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn,\n"
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" thread VertToFrag& vtf, texture2d<float> extTex7)\n"
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" thread VertToFrag& vtf, sampler samp, sampler clampSamp, texture2d<float> extTex7)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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@@ -126,7 +126,8 @@ static const char* ThermalPostMetal =
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" float4 tmulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
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"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu,\n"
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" sampler samp, sampler clampSamp, texture2d<float> extTex7, float4 colorIn)\n"
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"{\n"
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" return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n"
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"}\n"
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@@ -149,7 +150,7 @@ static const char* MBShadowPostMetal =
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
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"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su, sampler samp, sampler clampSamp,\n"
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" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
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