Add missing shaders
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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uniform sampler2D uMaskTexture;
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in vec2 vMaskTexCoord;
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in float vBackdrop;
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out vec4 oFragColor;
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void main(){
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oFragColor = vec4(abs(texture(uMaskTexture, vMaskTexCoord). r + vBackdrop));
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}
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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in vec2 aPosition;
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in vec2 aMaskTexCoord;
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in int aBackdrop;
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out vec2 vMaskTexCoord;
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out float vBackdrop;
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void main(){
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vMaskTexCoord = aMaskTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(mix(vec2(- 1.0, - 1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
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}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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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> uMaskTexture [[id(0)]];
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sampler uMaskTextureSmplr [[id(1)]];
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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 vMaskTexCoord [[user(locn0)]];
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float vBackdrop [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
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{
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main0_out out = {};
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out.oFragColor = float4(abs(spvDescriptorSet0.uMaskTexture.sample(spvDescriptorSet0.uMaskTextureSmplr, in.vMaskTexCoord).x + in.vBackdrop));
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return out;
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}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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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 main0_out
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{
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float2 vMaskTexCoord [[user(locn0)]];
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float vBackdrop [[user(locn1)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float2 aPosition [[attribute(0)]];
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float2 aMaskTexCoord [[attribute(1)]];
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int aBackdrop [[attribute(2)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.vMaskTexCoord = in.aMaskTexCoord;
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out.vBackdrop = float(in.aBackdrop);
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out.gl_Position = float4(mix(float2(-1.0), float2(1.0), in.aPosition), 0.0, 1.0);
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return out;
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}
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