From 1bd2ba0a716bcc2942330e31e7edf2e649298b2a Mon Sep 17 00:00:00 2001 From: Eryn Wells Date: Fri, 25 Aug 2017 11:19:35 -0700 Subject: [PATCH] [kit] Use #pragma mark in shader file Still need to do some reorganization in here --- MetaballsKit/Shaders.metal | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/MetaballsKit/Shaders.metal b/MetaballsKit/Shaders.metal index a49bbcc..3a09eb9 100644 --- a/MetaballsKit/Shaders.metal +++ b/MetaballsKit/Shaders.metal @@ -50,6 +50,8 @@ typedef struct { typedef float3 Ball; +#pragma mark - Vertex + vertex RasterizerData passthroughVertexShader(uint vid [[vertex_id]], constant Vertex* vertexes [[buffer(0)]]) @@ -63,14 +65,16 @@ passthroughVertexShader(uint vid [[vertex_id]], float sampleAtPoint(float2, constant Ball*, int); -// Color samplers +#pragma mark - Color Samplers float4 singleColor(float, float, float, float4); float4 gradient2(float, float, float, float, float4, float4); -// Helpers +#pragma mark - Helpers float mapValueFromRangeOntoRange(float, float, float, float, float); float4 averageTwoColors(float, float4, float4); +#pragma mark - Fragment + fragment float4 sampleToColorShader(RasterizerData in [[stage_in]], constant Parameters& parameters [[buffer(0)]],