2021-06-21 19:27:26 +00:00
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#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ packed_float2 u_scale;
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/* 0x0008 */ packed_float2 u_offset;
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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2021-08-04 22:15:28 +00:00
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struct tint_symbol {
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2021-06-21 19:27:26 +00:00
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float2 texcoords [[user(locn0)]];
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float4 position [[position]];
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};
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struct tint_array_wrapper {
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float2 arr[3];
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};
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2021-08-04 22:15:28 +00:00
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struct tint_symbol_2 {
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2021-06-21 19:27:26 +00:00
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float2 texcoord [[user(locn0)]];
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};
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2021-08-04 22:15:28 +00:00
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struct tint_symbol_3 {
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float4 value [[color(0)]];
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};
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2021-08-04 22:15:28 +00:00
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VertexOutputs vs_main_inner(constant Uniforms& uniforms, uint VertexIndex) {
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2021-06-21 19:27:26 +00:00
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tint_array_wrapper texcoord = {.arr={float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}};
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VertexOutputs output = {};
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output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
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bool flipY = (uniforms.u_scale.y < 0.0f);
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if (flipY) {
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output.texcoords = ((((texcoord.arr[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
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}
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2021-08-04 22:15:28 +00:00
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return output;
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}
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vertex tint_symbol vs_main(uint VertexIndex [[vertex_id]], constant Uniforms& uniforms [[buffer(0)]]) {
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VertexOutputs const inner_result = vs_main_inner(uniforms, VertexIndex);
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tint_symbol wrapper_result = {};
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wrapper_result.texcoords = inner_result.texcoords;
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wrapper_result.position = inner_result.position;
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return wrapper_result;
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2021-06-21 19:27:26 +00:00
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}
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2021-08-04 22:15:28 +00:00
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float4 fs_main_inner(float2 texcoord, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5) {
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2021-06-28 15:30:57 +00:00
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float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
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if (!(all((clampedTexcoord == texcoord)))) {
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discard_fragment();
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}
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2021-08-04 22:15:28 +00:00
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float4 srcColor = tint_symbol_4.sample(tint_symbol_5, texcoord);
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return srcColor;
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}
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fragment tint_symbol_3 fs_main(texture2d<float, access::sample> tint_symbol_6 [[texture(2)]], sampler tint_symbol_7 [[sampler(1)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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float4 const inner_result_1 = fs_main_inner(tint_symbol_1.texcoord, tint_symbol_6, tint_symbol_7);
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tint_symbol_3 wrapper_result_1 = {};
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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2021-06-21 19:27:26 +00:00
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}
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