[GPU/UI] XeSL readability improvements + float suffix
Use the _xe suffix instead of the xesl_ prefix for quicker visual recognition of identifiers, also switch to snake_case for consistency. Also add the f suffix to float32 literals because the Metal Shading Language is based on C++.
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@@ -11,16 +11,18 @@
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// A clockwise triangle covering the whole viewport.
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xesl_entry_outputs_begin
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xesl_entry_output_position
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xesl_entry_outputs_end_stageInputs_begin
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xesl_entry_stageInputs_end_bindings_begin_vertex
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xesl_entry_bindings_empty_end_inputs_begin
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xesl_entry_input_vertexID
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xesl_entry_inputs_end_code_begin
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xesl_Position = xesl_float4(
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xesl_float2((xesl_uint_x2(xesl_VertexID) >> xesl_uint2(0u, 1u)) & 1u) *
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xesl_float2(4.0, 4.0 * XESL_Y_SCREEN_DIRECTION) +
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xesl_float2(-1.0, -XESL_Y_SCREEN_DIRECTION),
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0.0, 1.0);
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xesl_entry_code_end
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entry_outputs_begin_xe
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entry_out_position_xe
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entry_outputs_end_stage_inputs_begin_xe
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entry_stage_inputs_end_bindings_begin_vertex_xe
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entry_bindings_empty_end_inputs_begin_xe
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entry_in_vertex_id_xe
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entry_inputs_end_code_begin_xe
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{
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out_position_xe = float4_xe(
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float2_xe((uint_x2_xe(in_vertex_id_xe) >> uint2_xe(0u, 1u)) & 1u) *
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float2_xe(4.0f, 4.0f * NDC_DIRECTION_Y_XE) +
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float2_xe(-1.0f, -NDC_DIRECTION_Y_XE),
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0.0f, 1.0f);
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}
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entry_code_end_xe
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