sdl2_frt/src/render/metal/SDL_shaders_metal.metal

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Metal
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#include <metal_texture>
using namespace metal;
struct SolidVertex
{
float4 position [[position]];
float pointSize [[point_size]];
};
vertex SolidVertex SDL_Solid_vertex(constant float2 *position [[buffer(0)]], uint vid [[vertex_id]])
{
SolidVertex v;
v.position = 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 CopyVertex
{
float4 position [[position]];
float2 texcoord;
};
vertex CopyVertex SDL_Copy_vertex(constant float2 *position [[buffer(0)]], constant float2 *texcoords [[buffer(1)]], uint vid [[vertex_id]])
{
CopyVertex v;
v.position = float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
v.texcoord = texcoords[vid];
return v;
}
fragment float4 SDL_Copy_fragment_nearest(CopyVertex 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(CopyVertex 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;
}