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synced 2025-07-14 15:56:13 +03:00
renderer/metal: remove strikethrough support from GPU
This commit is contained in:
@ -452,8 +452,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.uniforms = .{
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.projection_matrix = undefined,
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.cell_size = undefined,
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.strikethrough_position = @floatFromInt(font_critical.metrics.strikethrough_position),
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.strikethrough_thickness = @floatFromInt(font_critical.metrics.strikethrough_thickness),
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.min_contrast = options.config.min_contrast,
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},
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@ -584,8 +582,6 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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@floatFromInt(metrics.cell_width),
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@floatFromInt(metrics.cell_height),
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},
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.strikethrough_position = @floatFromInt(metrics.strikethrough_position),
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.strikethrough_thickness = @floatFromInt(metrics.strikethrough_thickness),
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.min_contrast = self.uniforms.min_contrast,
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};
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}
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@ -1436,8 +1432,6 @@ pub fn setScreenSize(
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@floatFromInt(self.grid_metrics.cell_width),
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@floatFromInt(self.grid_metrics.cell_height),
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},
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.strikethrough_position = old.strikethrough_position,
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.strikethrough_thickness = old.strikethrough_thickness,
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.min_contrast = old.min_contrast,
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};
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@ -1936,14 +1930,6 @@ fn updateCell(
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.glyph_size = .{ render.glyph.width, render.glyph.height },
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.glyph_offset = .{ render.glyph.offset_x, render.glyph.offset_y },
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});
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// self.cells.appendAssumeCapacity(.{
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// .mode = .strikethrough,
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// .grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
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// .cell_width = cell.gridWidth(),
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// .color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
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// .bg_color = bg,
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// });
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}
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return true;
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@ -103,7 +103,6 @@ pub const Cell = extern struct {
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fg = 2,
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fg_constrained = 3,
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fg_color = 7,
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strikethrough = 8,
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};
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};
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@ -124,10 +123,6 @@ pub const Uniforms = extern struct {
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/// Size of a single cell in pixels, unscaled.
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cell_size: [2]f32,
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/// Metrics for underline/strikethrough
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strikethrough_position: f32,
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strikethrough_thickness: f32,
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/// The minimum contrast ratio for text. The contrast ratio is calculated
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/// according to the WCAG 2.0 spec.
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min_contrast: f32,
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@ -2,54 +2,51 @@ using namespace metal;
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// The possible modes that a shader can take.
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enum Mode : uint8_t {
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MODE_BG = 1u,
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MODE_FG = 2u,
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MODE_FG_CONSTRAINED = 3u,
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MODE_FG_COLOR = 7u,
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MODE_STRIKETHROUGH = 8u,
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MODE_BG = 1u,
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MODE_FG = 2u,
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MODE_FG_CONSTRAINED = 3u,
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MODE_FG_COLOR = 7u,
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};
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struct Uniforms {
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float4x4 projection_matrix;
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float2 cell_size;
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float strikethrough_position;
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float strikethrough_thickness;
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float min_contrast;
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};
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struct VertexIn {
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// The mode for this cell.
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uint8_t mode [[ attribute(0) ]];
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uint8_t mode [[attribute(0)]];
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// The grid coordinates (x, y) where x < columns and y < rows
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float2 grid_pos [[ attribute(1) ]];
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float2 grid_pos [[attribute(1)]];
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// The width of the cell in cells (i.e. 2 for double-wide).
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uint8_t cell_width [[ attribute(6) ]];
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uint8_t cell_width [[attribute(6)]];
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// The color. For BG modes, this is the bg color, for FG modes this is
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// the text color. For styles, this is the color of the style.
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uchar4 color [[ attribute(5) ]];
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uchar4 color [[attribute(5)]];
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// The fields below are present only when rendering text (fg mode)
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// The background color of the cell. This is used to determine if
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// we need to render the text with a different color to ensure
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// contrast.
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uchar4 bg_color [[ attribute(7) ]];
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uchar4 bg_color [[attribute(7)]];
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// The position of the glyph in the texture (x,y)
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uint2 glyph_pos [[ attribute(2) ]];
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uint2 glyph_pos [[attribute(2)]];
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// The size of the glyph in the texture (w,h)
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uint2 glyph_size [[ attribute(3) ]];
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uint2 glyph_size [[attribute(3)]];
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// The left and top bearings for the glyph (x,y)
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int2 glyph_offset [[ attribute(4) ]];
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int2 glyph_offset [[attribute(4)]];
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};
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struct VertexOut {
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float4 position [[ position ]];
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float4 position [[position]];
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float2 cell_size;
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uint8_t mode;
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float4 color;
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@ -63,11 +60,11 @@ struct VertexOut {
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// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
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float luminance_component(float c) {
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if (c <= 0.03928f) {
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return c / 12.92f;
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} else {
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return pow((c + 0.055f) / 1.055f, 2.4f);
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}
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if (c <= 0.03928f) {
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return c / 12.92f;
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} else {
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return pow((c + 0.055f) / 1.055f, 2.4f);
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}
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}
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float relative_luminance(float3 color) {
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@ -89,20 +86,20 @@ float contrast_ratio(float3 color1, float3 color2) {
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// return a color that satisfies the contrast ratio. Currently, the color
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// is always white or black, whichever has the highest contrast ratio.
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float4 contrasted_color(float min, float4 fg, float4 bg) {
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float3 fg_premult = fg.rgb * fg.a;
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float3 bg_premult = bg.rgb * bg.a;
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float ratio = contrast_ratio(fg_premult, bg_premult);
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if (ratio < min) {
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float white_ratio = contrast_ratio(float3(1.0f), bg_premult);
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float black_ratio = contrast_ratio(float3(0.0f), bg_premult);
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if (white_ratio > black_ratio) {
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return float4(1.0f);
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} else {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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float3 fg_premult = fg.rgb * fg.a;
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float3 bg_premult = bg.rgb * bg.a;
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float ratio = contrast_ratio(fg_premult, bg_premult);
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if (ratio < min) {
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float white_ratio = contrast_ratio(float3(1.0f), bg_premult);
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float black_ratio = contrast_ratio(float3(0.0f), bg_premult);
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if (white_ratio > black_ratio) {
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return float4(1.0f);
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} else {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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return fg;
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return fg;
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}
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//-------------------------------------------------------------------
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@ -110,11 +107,9 @@ float4 contrasted_color(float min, float4 fg, float4 bg) {
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//-------------------------------------------------------------------
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#pragma mark - Terminal Grid Cell Shader
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vertex VertexOut uber_vertex(
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unsigned int vid [[ vertex_id ]],
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VertexIn input [[ stage_in ]],
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constant Uniforms &uniforms [[ buffer(1) ]]
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) {
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vertex VertexOut uber_vertex(unsigned int vid [[vertex_id]],
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VertexIn input [[stage_in]],
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constant Uniforms& uniforms [[buffer(1)]]) {
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// Convert the grid x,y into world space x, y by accounting for cell size
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float2 cell_pos = uniforms.cell_size * input.grid_pos;
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@ -141,115 +136,98 @@ vertex VertexOut uber_vertex(
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out.cell_size = uniforms.cell_size;
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out.color = float4(input.color) / 255.0f;
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switch (input.mode) {
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case MODE_BG:
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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cell_pos = cell_pos + cell_size_scaled * position;
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case MODE_BG:
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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cell_pos = cell_pos + cell_size_scaled * position;
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out.position = uniforms.projection_matrix * float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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break;
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out.position = uniforms.projection_matrix *
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float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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break;
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case MODE_FG:
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case MODE_FG_CONSTRAINED:
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case MODE_FG_COLOR: {
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float2 glyph_size = float2(input.glyph_size);
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float2 glyph_offset = float2(input.glyph_offset);
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case MODE_FG:
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case MODE_FG_CONSTRAINED:
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case MODE_FG_COLOR: {
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float2 glyph_size = float2(input.glyph_size);
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float2 glyph_offset = float2(input.glyph_offset);
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// The glyph_offset.y is the y bearing, a y value that when added
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// to the baseline is the offset (+y is up). Our grid goes down.
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// So we flip it with `cell_size.y - glyph_offset.y`.
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glyph_offset.y = cell_size_scaled.y - glyph_offset.y;
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// The glyph_offset.y is the y bearing, a y value that when added
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// to the baseline is the offset (+y is up). Our grid goes down.
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// So we flip it with `cell_size.y - glyph_offset.y`.
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glyph_offset.y = cell_size_scaled.y - glyph_offset.y;
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// If we're constrained then we need to scale the glyph.
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// We also always constrain colored glyphs since we should have
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// their scaled cell size exactly correct.
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if (input.mode == MODE_FG_CONSTRAINED || input.mode == MODE_FG_COLOR) {
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if (glyph_size.x > cell_size_scaled.x) {
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float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
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glyph_offset.y += (glyph_size.y - new_y) / 2;
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glyph_size.y = new_y;
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glyph_size.x = cell_size_scaled.x;
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// If we're constrained then we need to scale the glyph.
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// We also always constrain colored glyphs since we should have
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// their scaled cell size exactly correct.
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if (input.mode == MODE_FG_CONSTRAINED || input.mode == MODE_FG_COLOR) {
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if (glyph_size.x > cell_size_scaled.x) {
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float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
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glyph_offset.y += (glyph_size.y - new_y) / 2;
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glyph_size.y = new_y;
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glyph_size.x = cell_size_scaled.x;
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}
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}
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// Calculate the final position of the cell which uses our glyph size
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// and glyph offset to create the correct bounding box for the glyph.
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cell_pos = cell_pos + glyph_size * position + glyph_offset;
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out.position = uniforms.projection_matrix *
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float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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// Calculate the texture coordinate in pixels. This is NOT normalized
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// (between 0.0 and 1.0) and must be done in the fragment shader.
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out.tex_coord =
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float2(input.glyph_pos) + float2(input.glyph_size) * position;
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// If we have a minimum contrast, we need to check if we need to
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// change the color of the text to ensure it has enough contrast
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// with the background.
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if (uniforms.min_contrast > 1.0f && input.mode == MODE_FG) {
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float4 bg_color = float4(input.bg_color) / 255.0f;
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out.color =
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contrasted_color(uniforms.min_contrast, out.color, bg_color);
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}
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break;
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}
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// Calculate the final position of the cell which uses our glyph size
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// and glyph offset to create the correct bounding box for the glyph.
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cell_pos = cell_pos + glyph_size * position + glyph_offset;
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out.position = uniforms.projection_matrix * float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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// Calculate the texture coordinate in pixels. This is NOT normalized
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// (between 0.0 and 1.0) and must be done in the fragment shader.
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out.tex_coord = float2(input.glyph_pos) + float2(input.glyph_size) * position;
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// If we have a minimum contrast, we need to check if we need to
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// change the color of the text to ensure it has enough contrast
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// with the background.
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if (uniforms.min_contrast > 1.0f && input.mode == MODE_FG) {
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float4 bg_color = float4(input.bg_color) / 255.0f;
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out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
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}
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break;
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}
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case MODE_STRIKETHROUGH: {
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// Strikethrough Y value is just our thickness
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float2 strikethrough_size = float2(cell_size_scaled.x, uniforms.strikethrough_thickness);
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// Position the strikethrough where we are told to
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float2 strikethrough_offset = float2(cell_size_scaled.x, uniforms.strikethrough_position);
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// Go to the bottom of the cell, take away the size of the
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// strikethrough, and that is our position. We also float it slightly
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// above the bottom.
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cell_pos = cell_pos + strikethrough_offset - (strikethrough_size * position);
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out.position = uniforms.projection_matrix * float4(cell_pos, 0.0f, 1.0);
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break;
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}
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}
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return out;
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}
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fragment float4 uber_fragment(
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VertexOut in [[ stage_in ]],
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texture2d<float> textureGreyscale [[ texture(0) ]],
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texture2d<float> textureColor [[ texture(1) ]]
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) {
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fragment float4 uber_fragment(VertexOut in [[stage_in]],
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texture2d<float> textureGreyscale [[texture(0)]],
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texture2d<float> textureColor [[texture(1)]]) {
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constexpr sampler textureSampler(address::clamp_to_edge, filter::linear);
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switch (in.mode) {
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case MODE_BG:
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return in.color;
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case MODE_BG:
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return in.color;
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case MODE_FG_CONSTRAINED:
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case MODE_FG: {
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// Normalize the texture coordinates to [0,1]
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float2 size = float2(textureGreyscale.get_width(), textureGreyscale.get_height());
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float2 coord = in.tex_coord / size;
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case MODE_FG_CONSTRAINED:
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case MODE_FG: {
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// Normalize the texture coordinates to [0,1]
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float2 size =
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float2(textureGreyscale.get_width(), textureGreyscale.get_height());
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float2 coord = in.tex_coord / size;
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// We premult the alpha to our whole color since our blend function
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// uses One/OneMinusSourceAlpha to avoid blurry edges.
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// We first premult our given color.
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float4 premult = float4(in.color.rgb * in.color.a, in.color.a);
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// Then premult the texture color
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float a = textureGreyscale.sample(textureSampler, coord).r;
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premult = premult * a;
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return premult;
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}
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// We premult the alpha to our whole color since our blend function
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// uses One/OneMinusSourceAlpha to avoid blurry edges.
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// We first premult our given color.
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float4 premult = float4(in.color.rgb * in.color.a, in.color.a);
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// Then premult the texture color
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float a = textureGreyscale.sample(textureSampler, coord).r;
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premult = premult * a;
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return premult;
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}
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case MODE_FG_COLOR: {
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// Normalize the texture coordinates to [0,1]
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float2 size = float2(textureColor.get_width(), textureColor.get_height());
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float2 coord = in.tex_coord / size;
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return textureColor.sample(textureSampler, coord);
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}
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case MODE_STRIKETHROUGH:
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return in.color;
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case MODE_FG_COLOR: {
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// Normalize the texture coordinates to [0,1]
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float2 size = float2(textureColor.get_width(), textureColor.get_height());
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float2 coord = in.tex_coord / size;
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return textureColor.sample(textureSampler, coord);
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}
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}
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}
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@ -261,30 +239,28 @@ fragment float4 uber_fragment(
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struct ImageVertexIn {
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// The grid coordinates (x, y) where x < columns and y < rows where
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// the image will be rendered. It will be rendered from the top left.
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float2 grid_pos [[ attribute(1) ]];
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float2 grid_pos [[attribute(1)]];
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// Offset in pixels from the top-left of the cell to make the top-left
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// corner of the image.
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float2 cell_offset [[ attribute(2) ]];
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float2 cell_offset [[attribute(2)]];
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// The source rectangle of the texture to sample from.
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float4 source_rect [[ attribute(3) ]];
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float4 source_rect [[attribute(3)]];
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// The final width/height of the image in pixels.
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float2 dest_size [[ attribute(4) ]];
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float2 dest_size [[attribute(4)]];
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};
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struct ImageVertexOut {
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float4 position [[ position ]];
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float4 position [[position]];
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float2 tex_coord;
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};
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vertex ImageVertexOut image_vertex(
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unsigned int vid [[ vertex_id ]],
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ImageVertexIn input [[ stage_in ]],
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texture2d<uint> image [[ texture(0) ]],
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constant Uniforms &uniforms [[ buffer(1) ]]
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) {
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vertex ImageVertexOut image_vertex(unsigned int vid [[vertex_id]],
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ImageVertexIn input [[stage_in]],
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texture2d<uint> image [[texture(0)]],
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constant Uniforms& uniforms [[buffer(1)]]) {
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// The size of the image in pixels
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float2 image_size = float2(image.get_width(), image.get_height());
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|
||||
@ -315,15 +291,14 @@ vertex ImageVertexOut image_vertex(
|
||||
float2 image_pos = (uniforms.cell_size * input.grid_pos) + input.cell_offset;
|
||||
image_pos += input.dest_size * position;
|
||||
|
||||
out.position = uniforms.projection_matrix * float4(image_pos.x, image_pos.y, 0.0f, 1.0f);
|
||||
out.position =
|
||||
uniforms.projection_matrix * float4(image_pos.x, image_pos.y, 0.0f, 1.0f);
|
||||
out.tex_coord = tex_coord;
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment float4 image_fragment(
|
||||
ImageVertexOut in [[ stage_in ]],
|
||||
texture2d<uint> image [[ texture(0) ]]
|
||||
) {
|
||||
fragment float4 image_fragment(ImageVertexOut in [[stage_in]],
|
||||
texture2d<uint> image [[texture(0)]]) {
|
||||
constexpr sampler textureSampler(address::clamp_to_edge, filter::linear);
|
||||
|
||||
// Ehhhhh our texture is in RGBA8Uint but our color attachment is
|
||||
@ -344,13 +319,13 @@ fragment float4 image_fragment(
|
||||
#pragma mark - Post Shader
|
||||
|
||||
struct PostVertexOut {
|
||||
float4 position [[ position ]];
|
||||
float4 position [[position]];
|
||||
};
|
||||
|
||||
constant float2 post_pos[4] = { {-1,-1}, {1,-1}, {-1,1}, {1,1 } };
|
||||
constant float2 post_pos[4] = {{-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
|
||||
|
||||
vertex PostVertexOut post_vertex(uint id [[ vertex_id ]]) {
|
||||
PostVertexOut out;
|
||||
out.position = float4(post_pos[id], 0, 1);
|
||||
return out;
|
||||
vertex PostVertexOut post_vertex(uint id [[vertex_id]]) {
|
||||
PostVertexOut out;
|
||||
out.position = float4(post_pos[id], 0, 1);
|
||||
return out;
|
||||
}
|
||||
|
Reference in New Issue
Block a user