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Original file line number | Diff line number | Diff line change |
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@@ -1,50 +1,51 @@ | ||
/*==LICENSE==* | ||
CyanWorlds.com Engine - MMOG client, server and tools | ||
Copyright (C) 2011 Cyan Worlds, Inc. | ||
This program is free software: you can redistribute it and/or modify | ||
it under the terms of the GNU General Public License as published by | ||
the Free Software Foundation, either version 3 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
Additional permissions under GNU GPL version 3 section 7 | ||
If you modify this Program, or any covered work, by linking or | ||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, | ||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent | ||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK | ||
(or a modified version of those libraries), | ||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, | ||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG | ||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the | ||
licensors of this Program grant you additional | ||
permission to convey the resulting work. Corresponding Source for a | ||
non-source form of such a combination shall include the source code for | ||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered | ||
work. | ||
You can contact Cyan Worlds, Inc. by email [email protected] | ||
CyanWorlds.com Engine - MMOG client, server and tools | ||
Copyright (C) 2011 Cyan Worlds, Inc. | ||
This program is free software: you can redistribute it and/or modify | ||
it under the terms of the GNU General Public License as published by | ||
the Free Software Foundation, either version 3 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
Additional permissions under GNU GPL version 3 section 7 | ||
If you modify this Program, or any covered work, by linking or | ||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, | ||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent | ||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK | ||
(or a modified version of those libraries), | ||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, | ||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG | ||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the | ||
licensors of this Program grant you additional | ||
permission to convey the resulting work. Corresponding Source for a | ||
non-source form of such a combination shall include the source code for | ||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered | ||
work. | ||
You can contact Cyan Worlds, Inc. by email [email protected] | ||
or by snail mail at: | ||
Cyan Worlds, Inc. | ||
14617 N Newport Hwy | ||
Mead, WA 99021 | ||
*==LICENSE==*/ | ||
Cyan Worlds, Inc. | ||
14617 N Newport Hwy | ||
Mead, WA 99021 | ||
*==LICENSE==*/ | ||
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||
#include <metal_stdlib> | ||
using namespace metal; | ||
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||
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typedef struct { | ||
typedef struct | ||
{ | ||
float4 position [[position]]; | ||
float2 uvPosition; | ||
half4 color; | ||
|
@@ -56,20 +57,21 @@ typedef struct | |
float2 uvPostion [[attribute(1)]]; | ||
} PreprocessAvatarVertex; | ||
|
||
vertex PreprocessAvatarTexturesInOut PreprocessAvatarVertexShader(PreprocessAvatarVertex in [[stage_in]]) { | ||
vertex PreprocessAvatarTexturesInOut PreprocessAvatarVertexShader(PreprocessAvatarVertex in [[stage_in]]) | ||
{ | ||
return { float4(in.position.x, in.position.y, 0.0, 1.0 ), in.uvPostion }; | ||
} | ||
|
||
fragment half4 PreprocessAvatarFragmentShader(PreprocessAvatarTexturesInOut in [[stage_in]], | ||
texture2d<half> layer [[ texture(0) ]], | ||
constant float4& blendColor [[ buffer(0 )]]) | ||
fragment half4 PreprocessAvatarFragmentShader(PreprocessAvatarTexturesInOut in [[stage_in]], | ||
texture2d<half> layer [[ texture(0) ]], | ||
constant float4& blendColor [[ buffer(0 )]]) | ||
{ | ||
constexpr sampler colorSampler(mip_filter::linear, | ||
mag_filter::linear, | ||
min_filter::linear, | ||
address::clamp_to_zero); | ||
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half4 colorSample = layer.sample(colorSampler, in.uvPosition.xy) * half4(blendColor); | ||
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return colorSample; | ||
} |
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