Add passthroughFragmentShader
Just sets every input to white.
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@ -151,3 +151,11 @@ mapValueFromRangeOntoRange(float value,
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float output = outputStart + slope * (value - inputStart);
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return output;
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}
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#pragma mark - Geometry Shader
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fragment float4
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passthroughFragmentShader(RasterizerData in [[stage_in]])
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{
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return float4(1.0);
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}
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