Add missing shaders

This commit is contained in:
Patrick Walton 2020-02-14 22:10:04 -08:00
parent 0883f54e2d
commit 6e28552a44
4 changed files with 115 additions and 0 deletions

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
uniform sampler2D uMaskTexture;
in vec2 vMaskTexCoord;
in float vBackdrop;
out vec4 oFragColor;
void main(){
oFragColor = vec4(abs(texture(uMaskTexture, vMaskTexCoord). r + vBackdrop));
}

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
in vec2 aPosition;
in vec2 aMaskTexCoord;
in int aBackdrop;
out vec2 vMaskTexCoord;
out float vBackdrop;
void main(){
vMaskTexCoord = aMaskTexCoord;
vBackdrop = float(aBackdrop);
gl_Position = vec4(mix(vec2(- 1.0, - 1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
}

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// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
texture2d<float> uMaskTexture [[id(0)]];
sampler uMaskTextureSmplr [[id(1)]];
};
struct main0_out
{
float4 oFragColor [[color(0)]];
};
struct main0_in
{
float2 vMaskTexCoord [[user(locn0)]];
float vBackdrop [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
main0_out out = {};
out.oFragColor = float4(abs(spvDescriptorSet0.uMaskTexture.sample(spvDescriptorSet0.uMaskTextureSmplr, in.vMaskTexCoord).x + in.vBackdrop));
return out;
}

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// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 vMaskTexCoord [[user(locn0)]];
float vBackdrop [[user(locn1)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float2 aPosition [[attribute(0)]];
float2 aMaskTexCoord [[attribute(1)]];
int aBackdrop [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.vMaskTexCoord = in.aMaskTexCoord;
out.vBackdrop = float(in.aBackdrop);
out.gl_Position = float4(mix(float2(-1.0), float2(1.0), in.aPosition), 0.0, 1.0);
return out;
}