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34 lines
1.5 KiB
C
34 lines
1.5 KiB
C
inline const char* utilityShaderSource = \
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"#include <metal_stdlib>\n" \
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"using namespace metal;\n" \
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"\n" \
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"constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};\n"
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"\n" \
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"struct VertexOut {\n" \
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" float4 position [[position]];\n" \
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" float2 texCoord;\n" \
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"};\n" \
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"\n" \
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"vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {\n" \
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" VertexOut out;\n" \
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" out.position = float4(positions[vid], 0.0, 1.0);\n" \
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" out.texCoord = positions[vid] * 0.5 + 0.5;\n" \
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" out.texCoord.y = 1.0 - out.texCoord.y;\n" \
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"\n" \
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" return out;\n" \
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"}\n" \
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"\n" \
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"fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {\n" \
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" return tex.sample(samplr, in.texCoord);\n" \
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"}\n" \
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"\n" \
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"vertex void vertexCopyDepthToColor(uint vid [[vertex_id]], depth2d<float, access::read> src [[texture(0)]], texture2d<float, access::write> dst [[texture(1)]], constant uint& copyWidth) {\n" \
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" uint2 coord = uint2(vid % copyWidth, vid / copyWidth);\n" \
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" return dst.write(float4(src.read(coord), 0.0, 0.0, 0.0), coord);\n" \
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"}\n" \
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"\n" \
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"vertex void vertexCopyColorToDepth(uint vid [[vertex_id]], texture2d<float, access::read> src [[texture(0)]], texture2d<float, access::write> dst [[texture(1)]], constant uint& copyWidth) {\n" \
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" uint2 coord = uint2(vid % copyWidth, vid / copyWidth);\n" \
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" return dst.write(float4(src.read(coord).r), coord);\n" \
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"}\n" \
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"\n";
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