Strip down shaders to their most basic forms
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1 changed files with 4 additions and 7 deletions
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@ -19,17 +19,14 @@ struct RasterizerData {
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float2 textureCoordinate;
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float2 textureCoordinate;
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};
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};
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vertex RasterizerData passthroughVertex(constant packed_float3 *vertexes [[buffer(0)]],
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vertex float4 passthroughVertex(constant packed_float3 *vertexes [[buffer(0)]],
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uint vid [[vertex_id]])
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uint vid [[vertex_id]])
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{
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{
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constant packed_float3 &v = vertexes[vid];
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constant packed_float3 &v = vertexes[vid];
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RasterizerData out;
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return float4(v, 1.0);
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out.position = float4(v, 1.0);
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out.textureCoordinate = float2();
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return out;
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}
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}
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fragment half4 passthroughFragment(RasterizerData in [[stage_in]])
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fragment half4 passthroughFragment()
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{
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{
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return half4(1.0);
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return half4(1.0);
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}
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}
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