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Huge shader refactor
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273
Shaders/CTexturedQuadFilter.shader
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273
Shaders/CTexturedQuadFilter.shader
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#shader CTexturedQuadFilterAlpha
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#attribute position4
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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 uvIn;
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UBINDING0 uniform TexuredQuadUniform
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{
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mat4 mtx;
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vec4 color;
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float lod;
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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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float lod;
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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 = color;
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vtf.uv = uvIn.xy;
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vtf.lod = lod;
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gl_Position = mtx * vec4(posIn.xyz, 1.0);
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gl_Position = FLIPFROMGL(gl_Position);
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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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float lod;
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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 * vec4(texture(tex, vtf.uv, vtf.lod).rgb, 1.0);
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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 uvIn : UV;
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};
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cbuffer TexuredQuadUniform : register(b0)
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{
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float4x4 mat;
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float4 color;
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float lod;
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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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float lod : LOD;
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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 = color;
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vtf.uv = v.uvIn.xy;
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vtf.lod = lod;
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vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));
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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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float2 uv : UV;
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float lod : LOD;
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};
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Texture2D tex : register(t0);
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SamplerState samp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * float4(tex.SampleBias(samp, vtf.uv, vtf.lod).rgb, 1.0);
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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 [[ attribute(0) ]];
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float4 uvIn [[ attribute(1) ]];
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};
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struct TexuredQuadUniform
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{
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float4x4 mat;
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float4 color;
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float lod;
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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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float lod;
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};
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vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.color = tqu.color;
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vtf.uv = v.uvIn.xy;
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vtf.lod = tqu.lod;
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vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);
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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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float lod;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler clampSamp [[ sampler(3) ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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return vtf.color * float4(tex.sample(clampSamp, vtf.uv, bias(vtf.lod)).rgb, 1.0);
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}
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#shader CTexturedQuadFilterAlphaGEqual : CTexturedQuadFilterAlpha
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#depthtest gequal
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#shader CTexturedQuadFilterAlphaLEqual : CTexturedQuadFilterAlpha
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#depthtest lequal
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#shader CTexturedQuadFilterAdd : CTexturedQuadFilterAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#shader CTexturedQuadFilterAddGEqual : CTexturedQuadFilterAdd
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#depthtest gequal
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#shader CTexturedQuadFilterAddLEqual : CTexturedQuadFilterAdd
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#depthtest lequal
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#shader CTexturedQuadFilterSubtract : CTexturedQuadFilterAlpha
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#srcfac srcalpha
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#dstfac subtract
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#depthtest none
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#shader CTexturedQuadFilterSubtractGEqual : CTexturedQuadFilterSubtract
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#depthtest gequal
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#shader CTexturedQuadFilterSubtractLEqual : CTexturedQuadFilterSubtract
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#depthtest lequal
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#shader CTexturedQuadFilterMult : CTexturedQuadFilterAlpha
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#srcfac zero
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#dstfac srccolor
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#depthtest none
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#shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult
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#depthtest gequal
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#shader CTexturedQuadFilterMultLEqual : CTexturedQuadFilterMult
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#depthtest lequal
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#shader CTexturedQuadFilterInvDstMult : CTexturedQuadFilterAlpha
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#srcfac zero
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#dstfac invsrccolor
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#depthtest none
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#shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult
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#depthtest gequal
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#shader CTexturedQuadFilterInvDstMultLEqual : CTexturedQuadFilterInvDstMult
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#depthtest lequal
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#shader CTexturedQuadFilterAlphaTexAlpha : CTexturedQuadFilterAlpha
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#attribute position4
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#attribute uv4
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest none
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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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float lod;
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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, vtf.lod);
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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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float2 uv : UV;
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float lod : LOD;
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};
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Texture2D tex : register(t0);
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SamplerState samp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * tex.SampleBias(samp, vtf.uv, vtf.lod);
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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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float lod;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler clampSamp [[ sampler(3) ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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return vtf.color * tex.sample(clampSamp, vtf.uv, bias(vtf.lod));
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}
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#shader CTexturedQuadFilterAlphaTexAdd : CTexturedQuadFilterAlphaTexAlpha
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#srcfac srcalpha
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#dstfac one
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#shader CTexturedQuadFilterAlphaTexSubtract : CTexturedQuadFilterAlphaTexAlpha
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#srcfac srcalpha
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#dstfac subtract
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#shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha
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#srcfac zero
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#dstfac srccolor
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#shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha
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#srcfac zero
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#dstfac invsrccolor
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