2024-05-22 21:21:44 +00:00
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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};
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struct FragmentOut {
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float depth [[depth(any)]];
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2024-05-23 00:26:54 +00:00
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uint stencil [[stencil]];
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2024-05-22 21:21:44 +00:00
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};
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2024-06-25 13:25:31 +00:00
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struct ClearDepth {
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float data;
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};
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struct ConstantBuffers {
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constant ClearDepth* clear_depth;
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};
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2024-05-24 12:16:42 +00:00
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vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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2024-05-22 21:21:44 +00:00
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int low = vid & 1;
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int high = vid >> 1;
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VertexOut out;
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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2024-05-23 00:26:54 +00:00
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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2024-06-25 13:25:31 +00:00
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constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
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2024-05-23 00:26:54 +00:00
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FragmentOut out;
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2024-05-22 21:21:44 +00:00
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2024-06-25 13:25:31 +00:00
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out.depth = constant_buffers.clear_depth->data;
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2024-05-23 00:26:54 +00:00
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// out.stencil = stencil_clear;
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2024-05-22 21:21:44 +00:00
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return out;
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}
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