33 lines
837 B
Metal
33 lines
837 B
Metal
// 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> uStencilTexture [[id(0)]];
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sampler uStencilTextureSmplr [[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 vTexCoord [[user(locn0)]];
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float vBackdrop [[user(locn1)]];
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float4 vColor [[user(locn2)]];
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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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float coverage = abs(spvDescriptorSet0.uStencilTexture.sample(spvDescriptorSet0.uStencilTextureSmplr, in.vTexCoord).x + in.vBackdrop);
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out.oFragColor = float4(in.vColor.xyz, in.vColor.w * coverage);
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return out;
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}
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