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Metal
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#include <metal_stdlib>
using namespace metal;
#include "VertexConstants.h"
constexpr sampler alphaTextureSampler(mag_filter::linear, min_filter::linear);
struct FontVertex
{
float3 vPos [[attribute(0)]];
float2 vTex [[attribute(1)]];
uchar4 vCol [[attribute(2)]];
};
struct FontOut
{
float4 oPosition [[position]];
float2 oTex;
float4 oColor;
};
vertex FontOut FontVertexShader(FontVertex vert [[stage_in]], constant VertexShaderConstantBuffer *constants [[buffer(2)]])
{
FontOut out;
out.oPosition = constants->Projection * constants->View * float4(vert.vPos, 1.0);
out.oTex = vert.vTex;
out.oColor = float4(vert.vCol) / 255.0;
return out;
}
fragment float4 FontPixelShader(FontOut in [[stage_in]], texture2d<float> alphaTexture [[texture(0)]])
{
const float4 sample = alphaTexture.sample(alphaTextureSampler, in.oTex);
if (sample.x < 0.5)
discard_fragment();
return float4(in.oColor.xyz, sample.x);
}