[kit] Use #pragma mark in shader file

Still need to do some reorganization in here
This commit is contained in:
Eryn Wells 2017-08-25 11:19:35 -07:00
parent 0b752984dc
commit 1bd2ba0a71

View file

@ -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)]],