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++.
29 lines
1.0 KiB
Plaintext
29 lines
1.0 KiB
Plaintext
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "../../ui/shaders/xesl.xesli"
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// A clockwise triangle covering the whole viewport.
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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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