mirror of
https://github.com/libretro/RetroArch
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29 lines
1.0 KiB
GLSL
29 lines
1.0 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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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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float2 vTex [[user(locn0)]];
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int vIndex [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<texture2d<float>, 4> uTextures [[texture(8)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]], array<sampler, 4> uSamplers [[sampler(4)]])
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{
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main0_out out = {};
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out.FragColor = float4(0.0);
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out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex);
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out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex);
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out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.100000001490116119384765625)));
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out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.20000000298023223876953125)));
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out.FragColor += uSampler[3].sample(uSamplerSmplr[3], (in.vTex + float2(0.300000011920928955078125)));
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return out;
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}
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