2019-12-21 16:09:04 +01:00
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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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vector_float2 position;
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vector_float2 textureCoordinate;
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} MetalVertex;
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typedef struct
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{
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// The [[position]] attribute qualifier of this member indicates this value is
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// the clip space position of the vertex when this structure is returned from
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// the vertex shader
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float4 position [[position]];
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// Since this member does not have a special attribute qualifier, the rasterizer
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// will interpolate its value with values of other vertices making up the triangle
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// and pass that interpolated value to the fragment shader for each fragment in
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// that triangle.
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float2 textureCoordinate;
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} RasterizerData;
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// Vertex Function
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vertex RasterizerData
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vertexShader(uint vertexID [[ vertex_id ]], constant MetalVertex *vertexArray [[ buffer(0) ]], constant vector_uint2 *viewportSizePointer [[ buffer(1) ]])
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{
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RasterizerData out;
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float2 pixelSpacePosition = vertexArray[vertexID].position.xy;
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float2 viewportSize = float2(*viewportSizePointer);
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out.position = vector_float4(0.0, 0.0, 0.0, 1.0);
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out.position.xy = pixelSpacePosition / (viewportSize / 2.0);
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out.textureCoordinate = vertexArray[vertexID].textureCoordinate;
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return out;
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}
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fragment float4
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2019-12-26 20:41:47 +01:00
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fragmentShader(RasterizerData in [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]], constant int *videoModePointer [[ buffer(1) ]])
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2019-12-21 16:09:04 +01:00
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{
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2019-12-26 20:41:47 +01:00
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int videoMode = int(*videoModePointer);
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if ( videoMode == 0)
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{
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constexpr sampler textureSampler (mag_filter::nearest, min_filter::nearest);
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const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
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return float4(colorSample);
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}
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else
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{
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constexpr sampler textureSampler (mag_filter::linear, min_filter::linear);
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const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
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return float4(colorSample);
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}
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2019-12-21 16:09:04 +01:00
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}
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