Backlog/projects/content/_shaders/msl/text.frag.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct FontInfo
{
float2 position;
float2 size;
uint isSdf;
uint pad0;
float2 pad2;
};
struct type_StructuredBuffer_FontInfo
{
FontInfo _m0[1];
};
constant float _43 = {};
struct main0_out
{
float4 out_var_SV_Target0 [[color(0)]];
};
struct main0_in
{
uint in_var_TEXCOORD0 [[user(locn0)]];
float2 in_var_TEXCOORD1 [[user(locn1)]];
uint in_var_TEXCOORD3 [[user(locn3)]];
};
fragment main0_out main0(main0_in in [[stage_in]], const device type_StructuredBuffer_FontInfo& fontBuffer [[buffer(0)]], texture2d<float> Texture0 [[texture(0)]], sampler Sampler0 [[sampler(0)]])
{
main0_out out = {};
float4 _51 = Texture0.sample(Sampler0, in.in_var_TEXCOORD1);
float4 _65 = float4(float(in.in_var_TEXCOORD0 & 255u) * 0.0039215688593685626983642578125, float((in.in_var_TEXCOORD0 >> 8u) & 255u) * 0.0039215688593685626983642578125, float((in.in_var_TEXCOORD0 >> 16u) & 255u) * 0.0039215688593685626983642578125, _43);
float4 _73;
if (fontBuffer._m0[in.in_var_TEXCOORD3].isSdf == 0u)
{
float3 _71 = powr(_65.xyz, float3(2.2000000476837158203125));
_73 = float4(_71.x, _71.y, _71.z, _65.w);
}
else
{
_73 = _65;
}
float _74 = _51.x;
out.out_var_SV_Target0 = float4(1.0, 1.0, 1.0, _74) + (float4(_73.xyz, _74) * 9.9999997473787516355514526367188e-06);
return out;
}