223 lines
7.6 KiB
Metal
223 lines
7.6 KiB
Metal
//
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// Shaders.metal
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//
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// Created by Marius Horga on 7/7/18.
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//
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#include <metal_stdlib>
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#include <simd/simd.h>
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#import "ShaderTypes.h"
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using namespace metal;
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struct Ray {
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packed_float3 origin;
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uint mask;
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packed_float3 direction;
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float maxDistance;
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float3 color;
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};
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struct Intersection {
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float distance;
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int primitiveIndex;
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float2 coordinates;
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};
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kernel void rayKernel(uint2 tid [[thread_position_in_grid]],
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constant Uniforms & uniforms [[buffer(0)]],
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device Ray *rays [[buffer(1)]],
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device float2 *random [[buffer(2)]],
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texture2d<float, access::write> dstTex [[texture(0)]])
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{
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if (tid.x < uniforms.width && tid.y < uniforms.height) {
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unsigned int rayIdx = tid.y * uniforms.width + tid.x;
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device Ray & ray = rays[rayIdx];
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float2 pixel = (float2)tid;
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float2 r = random[(tid.y % 16) * 16 + (tid.x % 16)];
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pixel += r;
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float2 uv = (float2)pixel / float2(uniforms.width, uniforms.height);
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uv = uv * 2.0f - 1.0f;
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constant Camera & camera = uniforms.camera;
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ray.origin = camera.position;
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ray.direction = normalize(uv.x * camera.right +
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uv.y * camera.up +
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camera.forward);
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ray.mask = RAY_MASK_PRIMARY;
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ray.maxDistance = INFINITY;
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ray.color = float3(1.0f, 1.0f, 1.0f);
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dstTex.write(float4(0.0f, 0.0f, 0.0f, 0.0f), tid);
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}
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}
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template<typename T>
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inline T interpolateVertexAttribute(device T *attributes, Intersection intersection) {
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float3 uvw;
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uvw.xy = intersection.coordinates;
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uvw.z = 1.0f - uvw.x - uvw.y;
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unsigned int triangleIndex = intersection.primitiveIndex;
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T T0 = attributes[triangleIndex * 3 + 0];
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T T1 = attributes[triangleIndex * 3 + 1];
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T T2 = attributes[triangleIndex * 3 + 2];
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return uvw.x * T0 + uvw.y * T1 + uvw.z * T2;
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}
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inline void sampleAreaLight(constant AreaLight & light,
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float2 u,
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float3 position,
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thread float3 & lightDirection,
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thread float3 & lightColor,
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thread float & lightDistance)
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{
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u = u * 2.0f - 1.0f;
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float3 samplePosition = light.position +
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light.right * u.x +
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light.up * u.y;
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lightDirection = samplePosition - position;
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lightDistance = length(lightDirection);
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float inverseLightDistance = 1.0f / max(lightDistance, 1e-3f);
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lightDirection *= inverseLightDistance;
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lightColor = light.color;
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lightColor *= (inverseLightDistance * inverseLightDistance);
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lightColor *= saturate(dot(-lightDirection, light.forward));
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}
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inline float3 sampleCosineWeightedHemisphere(float2 u) {
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float phi = 2.0f * M_PI_F * u.x;
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float cos_phi;
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float sin_phi = sincos(phi, cos_phi);
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float cos_theta = sqrt(u.y);
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float sin_theta = sqrt(1.0f - cos_theta * cos_theta);
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return float3(sin_theta * cos_phi, cos_theta, sin_theta * sin_phi);
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}
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inline float3 alignHemisphereWithNormal(float3 sample, float3 normal) {
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float3 up = normal;
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float3 right = normalize(cross(normal, float3(0.0072f, 1.0f, 0.0034f)));
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float3 forward = cross(right, up);
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return sample.x * right + sample.y * up + sample.z * forward;
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}
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kernel void shadeKernel(uint2 tid [[thread_position_in_grid]],
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constant Uniforms & uniforms,
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device Ray *rays,
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device Ray *shadowRays,
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device Intersection *intersections,
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device float3 *vertexColors,
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device float3 *vertexNormals,
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device float2 *random,
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device uint *triangleMasks,
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texture2d<float, access::write> dstTex)
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{
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if (tid.x < uniforms.width && tid.y < uniforms.height) {
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unsigned int rayIdx = tid.y * uniforms.width + tid.x;
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device Ray & ray = rays[rayIdx];
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device Ray & shadowRay = shadowRays[rayIdx];
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device Intersection & intersection = intersections[rayIdx];
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float3 color = ray.color;
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if (ray.maxDistance >= 0.0f && intersection.distance >= 0.0f) {
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uint mask = triangleMasks[intersection.primitiveIndex];
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if (mask == TRIANGLE_MASK_GEOMETRY) {
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float3 intersectionPoint = ray.origin + ray.direction * intersection.distance;
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float3 surfaceNormal = interpolateVertexAttribute(vertexNormals, intersection);
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surfaceNormal = normalize(surfaceNormal);
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float2 r = random[(tid.y % 16) * 16 + (tid.x % 16)];
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float3 lightDirection;
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float3 lightColor;
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float lightDistance;
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sampleAreaLight(uniforms.light, r, intersectionPoint, lightDirection,
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lightColor, lightDistance);
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lightColor *= saturate(dot(surfaceNormal, lightDirection));
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color *= interpolateVertexAttribute(vertexColors, intersection);
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shadowRay.origin = intersectionPoint + surfaceNormal * 1e-3f;
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shadowRay.direction = lightDirection;
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shadowRay.mask = RAY_MASK_SHADOW;
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shadowRay.maxDistance = lightDistance - 1e-3f;
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shadowRay.color = lightColor * color;
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float3 sampleDirection = sampleCosineWeightedHemisphere(r);
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sampleDirection = alignHemisphereWithNormal(sampleDirection, surfaceNormal);
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ray.origin = intersectionPoint + surfaceNormal * 1e-3f;
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ray.direction = sampleDirection;
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ray.color = color;
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ray.mask = RAY_MASK_SECONDARY;
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}
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else {
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dstTex.write(float4(uniforms.light.color, 1.0f), tid);
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ray.maxDistance = -1.0f;
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shadowRay.maxDistance = -1.0f;
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}
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}
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else {
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ray.maxDistance = -1.0f;
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shadowRay.maxDistance = -1.0f;
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}
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}
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}
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kernel void shadowKernel(uint2 tid [[thread_position_in_grid]],
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constant Uniforms & uniforms,
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device Ray *shadowRays,
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device float *intersections,
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texture2d<float, access::read_write> dstTex)
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{
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if (tid.x < uniforms.width && tid.y < uniforms.height) {
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unsigned int rayIdx = tid.y * uniforms.width + tid.x;
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device Ray & shadowRay = shadowRays[rayIdx];
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float intersectionDistance = intersections[rayIdx];
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if (shadowRay.maxDistance >= 0.0f && intersectionDistance < 0.0f) {
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float3 color = shadowRay.color;
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color += dstTex.read(tid).xyz;
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dstTex.write(float4(color, 1.0f), tid);
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}
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}
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}
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kernel void accumulateKernel(uint2 tid [[thread_position_in_grid]],
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constant Uniforms & uniforms,
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texture2d<float> renderTex,
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texture2d<float, access::read_write> accumTex)
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{
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if (tid.x < uniforms.width && tid.y < uniforms.height) {
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float3 color = renderTex.read(tid).xyz;
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if (uniforms.frameIndex > 0) {
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float3 prevColor = accumTex.read(tid).xyz;
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prevColor *= uniforms.frameIndex;
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color += prevColor;
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color /= (uniforms.frameIndex + 1);
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}
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accumTex.write(float4(color, 1.0f), tid);
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}
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}
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struct Vertex {
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float4 position [[position]];
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float2 uv;
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};
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constant float2 quadVertices[] = {
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float2(-1, -1),
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float2(-1, 1),
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float2( 1, 1),
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float2(-1, -1),
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float2( 1, 1),
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float2( 1, -1)
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};
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vertex Vertex vertexShader(unsigned short vid [[vertex_id]])
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{
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float2 position = quadVertices[vid];
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Vertex out;
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out.position = float4(position, 0, 1);
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out.uv = position * 0.5f + 0.5f;
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return out;
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}
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fragment float4 fragmentShader(Vertex in [[stage_in]],
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texture2d<float> tex)
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{
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constexpr sampler s(min_filter::nearest, mag_filter::nearest, mip_filter::none);
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float3 color = tex.sample(s, in.uv).xyz;
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color = color / (1.0f + color);
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return float4(color, 1.0f);
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}
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