updating fragment shaders so some fields are always used
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@ -10,8 +10,8 @@ float4 main(float2 UV : TEXCOORD0, float3 WorldPos: TEXCOORD1) : SV_Target0
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{
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{
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float4 col = pow(Texture.Sample(Sampler, UV), 0.4545);
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float4 col = pow(Texture.Sample(Sampler, UV), 0.4545);
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float SPEEEEEEEEEEEEEED = 0;
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float SPEEEEEEEEEEEEEED = 0.0001 * time;
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float strength = 0.0;
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float strength = 0.00001;
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col.r = col.r + strength * sin(time * SPEEEEEEEEEEEEEED) * WorldPos.x + strength * cos(time * SPEEEEEEEEEEEEEED) * WorldPos.y;
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col.r = col.r + strength * sin(time * SPEEEEEEEEEEEEEED) * WorldPos.x + strength * cos(time * SPEEEEEEEEEEEEEED) * WorldPos.y;
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@ -5,11 +5,28 @@
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"mode" : "frag"
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"mode" : "frag"
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}
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}
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],
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],
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"types" : {
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"_10" : {
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"name" : "type.Uniforms",
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"members" : [
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{
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"name" : "time",
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"type" : "float",
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"offset" : 0
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}
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]
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}
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},
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"inputs" : [
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"inputs" : [
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{
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{
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"type" : "vec2",
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"type" : "vec2",
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"name" : "in.var.TEXCOORD0",
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"name" : "in.var.TEXCOORD0",
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"location" : 0
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"location" : 0
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},
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{
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"type" : "vec3",
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"name" : "in.var.TEXCOORD1",
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"location" : 1
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}
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}
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],
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],
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"outputs" : [
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"outputs" : [
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@ -34,5 +51,14 @@
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"set" : 2,
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"set" : 2,
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"binding" : 0
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"binding" : 0
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}
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}
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],
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"ubos" : [
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{
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"type" : "_10",
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"name" : "type.Uniforms",
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"block_size" : 4,
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"set" : 3,
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"binding" : 0
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}
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]
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]
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}
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}
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@ -37,7 +37,6 @@ Output main(Input input)
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output.TexCoord = input.UV;
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output.TexCoord = input.UV;
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float4 pos = float4(input.Position, 1.0);
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float4 pos = float4(input.Position, 1.0);
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pos.y = pos.y - 50;
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// pos.x += 0.2 * sin(time * 0.5 ) * pos.y * 0.5;
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// pos.x += 0.2 * sin(time * 0.5 ) * pos.y * 0.5;
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// pos.y += 0.2 * cos(time * 0.5 ) * pos.z * 0.5;
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// pos.y += 0.2 * cos(time * 0.5 ) * pos.z * 0.5;
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@ -3,6 +3,11 @@
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using namespace metal;
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using namespace metal;
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struct type_Uniforms
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{
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float time;
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};
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struct main0_out
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struct main0_out
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{
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{
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float4 out_var_SV_Target0 [[color(0)]];
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float4 out_var_SV_Target0 [[color(0)]];
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@ -11,14 +16,16 @@ struct main0_out
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struct main0_in
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struct main0_in
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{
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{
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float2 in_var_TEXCOORD0 [[user(locn0)]];
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float2 in_var_TEXCOORD0 [[user(locn0)]];
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float3 in_var_TEXCOORD1 [[user(locn1)]];
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};
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> Texture [[texture(0)]], sampler Sampler [[sampler(0)]])
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fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texture2d<float> Texture [[texture(0)]], sampler Sampler [[sampler(0)]])
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{
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{
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main0_out out = {};
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main0_out out = {};
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float4 _27 = powr(Texture.sample(Sampler, in.in_var_TEXCOORD0), float4(0.4544999897480010986328125));
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float4 _40 = powr(Texture.sample(Sampler, in.in_var_TEXCOORD0), float4(0.4544999897480010986328125));
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_27.x = _27.x;
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float _45 = Uniforms.time * (9.9999997473787516355514526367188e-05 * Uniforms.time);
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out.out_var_SV_Target0 = _27;
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_40.x = (_40.x + ((9.9999997473787516355514526367188e-06 * sin(_45)) * in.in_var_TEXCOORD1.x)) + ((9.9999997473787516355514526367188e-06 * cos(_45)) * in.in_var_TEXCOORD1.y);
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out.out_var_SV_Target0 = _40;
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return out;
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return out;
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}
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}
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@ -35,11 +35,10 @@ struct main0_in
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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{
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main0_out out = {};
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main0_out out = {};
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float4 _42 = float4(in.in_var_TEXCOORD0, 1.0);
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float4 _41 = float4(in.in_var_TEXCOORD0, 1.0);
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_42.y = in.in_var_TEXCOORD0.y - 50.0;
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
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out.out_var_TEXCOORD1 = _42.xyz;
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out.out_var_TEXCOORD1 = _41.xyz;
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out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _42);
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out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _41);
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return out;
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return out;
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}
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}
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