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comaps/shaders/Metal/screen_quad.metal
Konstantin Pastbin e3e4a1985a Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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2025-05-08 21:10:51 +07:00

41 lines
1.0 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
typedef struct
{
float2 a_position [[attribute(0)]];
float2 a_texCoords [[attribute(1)]];
} Vertex_T;
typedef struct
{
float4 position [[position]];
float2 texCoords;
} Fragment_T;
typedef struct
{
float u_opacity;
float u_invertV;
} Uniforms_T;
vertex Fragment_T vsScreenQuad(const Vertex_T in [[stage_in]],
constant Uniforms_T & uniforms [[buffer(1)]])
{
Fragment_T out;
out.position = float4(in.a_position, 0.0, 1.0);
out.texCoords = mix(in.a_texCoords, float2(in.a_texCoords.x, 1.0 - in.a_texCoords.y), uniforms.u_invertV);
return out;
}
fragment float4 fsScreenQuad(const Fragment_T in [[stage_in]],
constant Uniforms_T & uniforms [[buffer(0)]],
texture2d<float> u_colorTex [[texture(0)]],
sampler u_colorTexSampler [[sampler(0)]])
{
float4 color = u_colorTex.sample(u_colorTexSampler, in.texCoords);
color.a *= uniforms.u_opacity;
return color;
}