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Windows fixes
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@@ -96,7 +96,7 @@ void TextView::Resources::init(boo::ID3DDataFactory* factory, FontCache* fcache)
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" float3 uvIn[4] : UV;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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SPECTER_VIEW_VERT_BLOCK_HLSL
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SPECTER_HLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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@@ -183,14 +183,14 @@ void TextView::Resources::init(boo::ID3DDataFactory* factory, FontCache* fcache)
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boo::BlendFactor::SrcColor1, boo::BlendFactor::InvSrcColor1,
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false, false, false);
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}
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#endif
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#if BOO_HAS_METAL
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void TextView::Resources::init(boo::MetalDataFactory* factory, FontCache* fcache)
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{
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m_fcache = fcache;
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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@@ -219,7 +219,7 @@ void TextView::Resources::init(boo::MetalDataFactory* factory, FontCache* fcache
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" vtf.position = view.mv * v.mvMtx * float4(v.posIn[vertId], 1.0);\n"
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" return vtf;\n"
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"}\n";
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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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@@ -236,7 +236,7 @@ void TextView::Resources::init(boo::MetalDataFactory* factory, FontCache* fcache
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" colorOut.a *= fontTex.sample(samp, vtf.uv.xy, vtf.uv.z).r;\n"
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" return colorOut;\n"
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"}\n";
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boo::VertexElementDescriptor vdescs[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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@@ -254,13 +254,13 @@ void TextView::Resources::init(boo::MetalDataFactory* factory, FontCache* fcache
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFmt = factory->newVertexFormat(13, vdescs);
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m_regular =
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factory->newShaderPipeline(VS, FSReg, m_vtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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}
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#endif
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#if BOO_HAS_VULKAN
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