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30 lines
661 B
GLSL
30 lines
661 B
GLSL
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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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struct UBO
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{
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float4 results[1024];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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int vIn [[user(locn0)]];
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int vIn2 [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d<int> Buf [[texture(0)]], sampler BufSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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int _40 = Buf.read(uint2(int2(gl_FragCoord.xy)), 0).x % 16;
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out.FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(in.vIn * in.vIn) + (in.vIn2 * in.vIn2)];
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return out;
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}
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