sdl2_frt/src/render/metal/SDL_shaders_metal.metal

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Metal
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#include <metal_texture>
#include <metal_matrix>
using namespace metal;
struct SolidVertexOutput
{
float4 position [[position]];
float pointSize [[point_size]];
};
vertex SolidVertexOutput SDL_Solid_vertex(const device float2 *position [[buffer(0)]],
constant float4x4 &projection [[buffer(2)]],
uint vid [[vertex_id]])
{
SolidVertexOutput v;
v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
v.pointSize = 0.5f;
return v;
}
fragment float4 SDL_Solid_fragment(constant float4 &col [[buffer(0)]])
{
return col;
}
struct CopyVertexOutput
{
float4 position [[position]];
float2 texcoord;
};
vertex CopyVertexOutput SDL_Copy_vertex(const device float2 *position [[buffer(0)]],
const device float2 *texcoords [[buffer(1)]],
constant float4x4 &projection [[buffer(2)]],
uint vid [[vertex_id]])
{
CopyVertexOutput v;
v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
v.texcoord = texcoords[vid];
return v;
}
fragment float4 SDL_Copy_fragment_nearest(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
texture2d<float> tex [[texture(0)]])
{
constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::nearest);
return tex.sample(s, vert.texcoord) * col;
}
fragment float4 SDL_Copy_fragment_linear(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
texture2d<float> tex [[texture(0)]])
{
constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::linear);
return tex.sample(s, vert.texcoord) * col;
}