Strip down shaders to their most basic forms

This commit is contained in:
Eryn Wells 2018-11-03 15:07:32 -04:00
parent dff9e5d3bf
commit a311423cb1

View file

@ -19,17 +19,14 @@ struct RasterizerData {
float2 textureCoordinate; float2 textureCoordinate;
}; };
vertex RasterizerData passthroughVertex(constant packed_float3 *vertexes [[buffer(0)]], vertex float4 passthroughVertex(constant packed_float3 *vertexes [[buffer(0)]],
uint vid [[vertex_id]]) uint vid [[vertex_id]])
{ {
constant packed_float3 &v = vertexes[vid]; constant packed_float3 &v = vertexes[vid];
RasterizerData out; return float4(v, 1.0);
out.position = float4(v, 1.0);
out.textureCoordinate = float2();
return out;
} }
fragment half4 passthroughFragment(RasterizerData in [[stage_in]]) fragment half4 passthroughFragment()
{ {
return half4(1.0); return half4(1.0);
} }