63 lines
2.4 KiB
Metal
Executable File
63 lines
2.4 KiB
Metal
Executable File
/**
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* Copyright (c) 2018 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <metal_stdlib>
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using namespace metal;
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struct VertexIn {
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float4 position [[attribute(0)]];
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float3 normal [[attribute(1)]];
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float2 uv [[attribute(2)]];
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};
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struct VertexOut {
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float4 position [[ position ]];
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float3 normal;
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float2 uv;
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float4 color;
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};
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vertex VertexOut vertex_main(const VertexIn vertex_in [[stage_in]],
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constant float4x4 &mvp_matrix [[buffer(1)]])
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{
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VertexOut vertex_out;
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vertex_out.position = mvp_matrix * vertex_in.position;
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vertex_out.uv = vertex_in.uv;
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return vertex_out;
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}
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fragment float4 fragment_main(VertexOut vertex_in [[stage_in]],
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texture2d<float> texture [[texture(0)]])
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{
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constexpr sampler s(filter::linear);
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float4 color = texture.sample(s, vertex_in.uv);
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return color;
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}
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