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From the Metal shading language specification [1] Table 2.2.3, attribute variables in Ebitengine's vertices don't have to be packed. Then, we can remove `packed` types. [1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf Closes #2107
33 lines
826 B
Metal
33 lines
826 B
Metal
struct Attributes {
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float2 M0;
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float2 M1;
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float4 M2;
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};
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struct Varyings {
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float4 Position [[position]];
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float2 M0;
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float4 M1;
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};
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vertex Varyings Vertex(
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uint vid [[vertex_id]],
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const device Attributes* attributes [[buffer(0)]],
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constant float2& U0 [[buffer(1)]]) {
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Varyings varyings = {};
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float4x4 l0 = float4x4(0);
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l0 = float4x4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
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varyings.M0 = attributes[vid].M1;
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varyings.M1 = attributes[vid].M2;
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return varyings;
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}
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fragment float4 Fragment(
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Varyings varyings [[stage_in]],
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constant float2& U0 [[buffer(1)]]) {
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float4 out = float4(0);
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out = float4((varyings.Position).x, (varyings.M0).y, (varyings.M1).z, 1.0);
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return out;
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}
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