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Huge shader refactor
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298
Shaders/CLineRendererShaders.shader
Normal file
298
Shaders/CLineRendererShaders.shader
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#shader CLineRendererShaderTexAlpha
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#attribute position4
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#attribute color
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#attribute uv4
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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest none
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec4 posIn;
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layout(location=1) in vec4 colorIn;
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layout(location=2) in vec4 uvIn;
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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};
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struct VertToFrag
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{
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vec4 color;
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vec2 uv;
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};
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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vtf.color = colorIn * moduColor;
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vtf.uv = uvIn.xy;
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gl_Position = posIn;
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}
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#fragment glsl
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struct VertToFrag
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{
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vec4 color;
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vec2 uv;
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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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TBINDING0 uniform sampler2D tex;
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void main()
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{
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colorOut = vtf.color * texture(tex, vtf.uv);
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}
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#vertex hlsl
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struct VertData
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{
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float4 posIn : POSITION;
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float4 colorIn : COLOR;
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float4 uvIn : UV;
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};
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cbuffer LineUniform : register(b0)
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{
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float4 moduColor;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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VertToFrag main(in VertData v)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn * moduColor;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment hlsl
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SamplerState samp : register(s0);
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Texture2D tex0 : register(t0);
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * tex0.Sample(samp, vtf.uv);
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}
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#vertex metal
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struct VertData
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{
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float4 posIn;
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float4 colorIn;
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float4 uvIn;
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};
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struct LineUniform
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{
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float4 moduColor;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
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uint vertId [[ vertex_id ]],
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constant LineUniform& line [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[vertId];
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vtf.color = v.colorIn * line.moduColor;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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texture2d<float> tex0 [[ texture(0) ]])
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{
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return vtf.color * tex0.sample(samp, vtf.uv);
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}
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#shader CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#shader CLineRendererShaderTexAlphaZ : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest lequal
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#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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#shader CLineRendererShaderNoTexAlpha
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#attribute position4
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#attribute color
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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest none
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec4 posIn;
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layout(location=1) in vec4 colorIn;
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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};
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struct VertToFrag
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{
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vec4 color;
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};
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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vtf.color = colorIn * moduColor;
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gl_Position = posIn;
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}
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#fragment glsl
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struct VertToFrag
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{
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vec4 color;
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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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void main()
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{
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colorOut = vtf.color;
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}
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#vertex hlsl
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struct VertData
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{
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float4 posIn : POSITION;
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float4 colorIn : COLOR;
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};
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cbuffer LineUniform : register(b0)
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{
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float4 moduColor;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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};
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VertToFrag main(in VertData v)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn * moduColor;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color;
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}
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#vertex metal
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struct VertData
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{
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float4 posIn;
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float4 colorIn;
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};
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struct LineUniform
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{
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float4 moduColor;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
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uint vertId [[ vertex_id ]],
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constant LineUniform& line [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[vertId];
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vtf.color = v.colorIn * line.moduColor;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
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{
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return vtf.color;
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}
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#shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#shader CLineRendererShaderNoTexAlphaZ : CLineRendererShaderNoTexAlpha
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest lequal
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#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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#shader CLineRendererShaderNoTexAlphaZGEqual : CLineRendererShaderNoTexAlpha
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest gequal
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