pathfinder/resources/shaders/metal/mask_winding.fs.metal

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738 B
Metal

// 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;
}