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Changes to support MSAA rendering
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@@ -224,14 +224,15 @@ void TextView::Resources::init(boo::MetalDataFactory::Context& ctx, FontCache* f
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static const char* FSReg =
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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);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float3 uv;\n"
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" float4 color;\n"
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"};\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d_array<float> fontTex [[ texture(0) ]])\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d_array<float> fontTex [[ texture(0) ]])\n"
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"{\n"
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" float4 colorOut = vtf.color;\n"
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" colorOut.a *= fontTex.sample(samp, vtf.uv.xy, vtf.uv.z).r;\n"
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@@ -257,7 +258,7 @@ void TextView::Resources::init(boo::MetalDataFactory::Context& ctx, FontCache* f
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m_vtxFmt = ctx.newVertexFormat(13, vdescs);
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m_regular =
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ctx.newShaderPipeline(VS, FSReg, nullptr, nullptr, m_vtxFmt, 1,
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ctx.newShaderPipeline(VS, FSReg, nullptr, nullptr, m_vtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None);
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}
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