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109
libs/shaders/Metal/arrow3d.metal
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109
libs/shaders/Metal/arrow3d.metal
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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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typedef struct
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{
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float4x4 u_transform;
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float4x4 u_normalTransform;
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float4 u_color;
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float2 u_texCoordFlipping;
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} Uniforms_T;
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typedef struct
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{
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float3 a_position [[attribute(0)]];
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float3 a_normal [[attribute(1)]];
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} Vertex_T;
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typedef struct
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{
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float4 position [[position]];
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float3 normal;
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} Fragment_T;
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typedef struct
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{
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float3 a_position [[attribute(0)]];
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float2 a_texCoords [[attribute(1)]];
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} VertexShadow_T;
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typedef struct
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{
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float4 position [[position]];
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float intensity;
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} FragmentShadow_T;
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typedef struct
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{
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float3 a_position [[attribute(0)]];
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float3 a_normal [[attribute(1)]];
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float2 a_texCoords [[attribute(2)]];
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} VertexTextured_T;
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typedef struct
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{
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float4 position [[position]];
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float3 normal;
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float2 texCoords;
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} FragmentTextured_T;
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vertex Fragment_T vsArrow3d(const Vertex_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(2)]])
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{
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Fragment_T out;
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out.position = uniforms.u_transform * float4(in.a_position, 1.0);
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out.normal = normalize((uniforms.u_normalTransform * float4(in.a_normal, 0.0)).xyz);
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return out;
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}
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fragment float4 fsArrow3d(const Fragment_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(0)]])
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{
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constexpr float3 kLightDir = float3(0.316, 0.0, 0.948);
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float phongDiffuse = max(0.0, -dot(kLightDir, in.normal));
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return float4((phongDiffuse * 0.5 + 0.5) * uniforms.u_color.rgb, uniforms.u_color.a);
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}
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vertex FragmentShadow_T vsArrow3dShadow(const VertexShadow_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(2)]])
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{
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FragmentShadow_T out;
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out.position = uniforms.u_transform * float4(in.a_position, 1.0);
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out.intensity = in.a_texCoords.x;
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return out;
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}
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fragment float4 fsArrow3dShadow(const FragmentShadow_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(0)]])
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{
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return float4(uniforms.u_color.rgb, uniforms.u_color.a * in.intensity);
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}
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fragment float4 fsArrow3dOutline(const FragmentShadow_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(0)]])
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{
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float alpha = smoothstep(0.7, 1.0, in.intensity);
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return float4(uniforms.u_color.rgb, uniforms.u_color.a * alpha);
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}
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vertex FragmentTextured_T vsArrow3dTextured(const VertexTextured_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(3)]])
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{
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FragmentTextured_T out;
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out.position = uniforms.u_transform * float4(in.a_position, 1.0);
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out.normal = normalize((uniforms.u_normalTransform * float4(in.a_normal, 0.0)).xyz);
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out.texCoords = mix(in.a_texCoords, 1.0 - in.a_texCoords, uniforms.u_texCoordFlipping);
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return out;
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}
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fragment float4 fsArrow3dTextured(const FragmentTextured_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(0)]],
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texture2d<float> u_colorTex [[texture(0)]],
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sampler u_colorTexSampler [[sampler(0)]])
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{
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constexpr float3 kLightDir = float3(0.316, 0.0, 0.948);
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float phongDiffuse = max(0.0, -dot(kLightDir, in.normal));
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float4 color = u_colorTex.sample(u_colorTexSampler, in.texCoords) * uniforms.u_color;
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return float4((phongDiffuse * 0.5 + 0.5) * color.rgb, color.a);
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}
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