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libs/shaders/Metal/screen_quad.metal
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libs/shaders/Metal/screen_quad.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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float2 a_position [[attribute(0)]];
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float2 a_texCoords [[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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float2 texCoords;
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} Fragment_T;
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typedef struct
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{
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float u_opacity;
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float u_invertV;
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} Uniforms_T;
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vertex Fragment_T vsScreenQuad(const Vertex_T in [[stage_in]],
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constant Uniforms_T & uniforms [[buffer(1)]])
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{
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Fragment_T out;
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out.position = float4(in.a_position, 0.0, 1.0);
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out.texCoords = mix(in.a_texCoords, float2(in.a_texCoords.x, 1.0 - in.a_texCoords.y), uniforms.u_invertV);
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return out;
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}
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fragment float4 fsScreenQuad(const Fragment_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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float4 color = u_colorTex.sample(u_colorTexSampler, in.texCoords);
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color.a *= uniforms.u_opacity;
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return color;
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}
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