62 lines
2.4 KiB
Metal
62 lines
2.4 KiB
Metal
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct spvDescriptorSetBuffer0
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{
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texture2d<float> uStencilTexture [[id(0)]];
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sampler uStencilTextureSmplr [[id(1)]];
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texture2d<float> uPaintTexture [[id(2)]];
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sampler uPaintTextureSmplr [[id(3)]];
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constant float2* uFramebufferSize [[id(4)]];
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texture2d<float> uDest [[id(5)]];
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sampler uDestSmplr [[id(6)]];
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};
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struct main0_out
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{
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float4 oFragColor [[color(0)]];
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};
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struct main0_in
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{
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float2 vColorTexCoord [[user(locn0)]];
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float2 vMaskTexCoord [[user(locn1)]];
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};
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float4 sampleSrcColor(thread texture2d<float> uStencilTexture, thread const sampler uStencilTextureSmplr, thread float2& vMaskTexCoord, thread texture2d<float> uPaintTexture, thread const sampler uPaintTextureSmplr, thread float2& vColorTexCoord)
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{
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float coverage = uStencilTexture.sample(uStencilTextureSmplr, vMaskTexCoord).x;
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float4 srcRGBA = uPaintTexture.sample(uPaintTextureSmplr, vColorTexCoord);
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return float4(srcRGBA.xyz, srcRGBA.w * coverage);
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}
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float4 sampleDestColor(thread float4& gl_FragCoord, thread float2 uFramebufferSize, thread texture2d<float> uDest, thread const sampler uDestSmplr)
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{
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float2 destTexCoord = gl_FragCoord.xy / uFramebufferSize;
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return uDest.sample(uDestSmplr, destTexCoord);
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}
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float4 blendColors(thread const float4& destRGBA, thread const float4& srcRGBA, thread const float3& blendedRGB)
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{
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return float4(((srcRGBA.xyz * (srcRGBA.w * (1.0 - destRGBA.w))) + (blendedRGB * (srcRGBA.w * destRGBA.w))) + (destRGBA.xyz * ((1.0 - srcRGBA.w) * destRGBA.w)), 1.0);
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}
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fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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float4 srcRGBA = sampleSrcColor(spvDescriptorSet0.uStencilTexture, spvDescriptorSet0.uStencilTextureSmplr, in.vMaskTexCoord, spvDescriptorSet0.uPaintTexture, spvDescriptorSet0.uPaintTextureSmplr, in.vColorTexCoord);
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float4 destRGBA = sampleDestColor(gl_FragCoord, (*spvDescriptorSet0.uFramebufferSize), spvDescriptorSet0.uDest, spvDescriptorSet0.uDestSmplr);
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float3 blended = abs(destRGBA.xyz - srcRGBA.xyz);
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float4 param = destRGBA;
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float4 param_1 = srcRGBA;
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float3 param_2 = blended;
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out.oFragColor = blendColors(param, param_1, param_2);
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return out;
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}
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