Steve2/A2Mac/Shaders.metal

80 lines
2.3 KiB
Metal

//
// Shaders.metal
// Steve ][
//
// Created by Tamas Rudnai on 9/27/19.
// Copyright © 2019, 2020 Tamas Rudnai. All rights reserved.
//
// This file is part of Steve ][ -- The Apple ][ Emulator.
//
// Steve ][ is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Steve ][ is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Steve ][. If not, see <https://www.gnu.org/licenses/>.
//
#include <metal_stdlib>
using namespace metal;
// triangles
vertex float4 basic_vertex( // 1
const device packed_float3* vertex_array [[ buffer(0) ]], // 2
unsigned int vid [[ vertex_id ]] // 3
){
return float4(vertex_array[vid], 1.0); // 4
}
//struct Vertex {
// float4 position;
// float4 color;
//};
//
//struct VertexOut {
// float4 position [[position]];
// float4 color;
//};
//
//vertex VertexOut myVertexOut (
// const Vertex* vertexArray [[ buffer(0) ]],
// unsigned int vid [[ vertex_id ]]
//){
// VSO
//}
// color of triangles
fragment half4 basic_fragment() { // 1
return half4( 255.0/255.0, 127.0/255.0, 255.0/255.0, 1.0); // half4(1.0); // 2
}
kernel void add_arrays(device const float* inA,
device const float* inB,
device float* result,
uint index [[thread_position_in_grid]])
{
// the for-loop is replaced with a collection of threads, each of which
// calls this function.
result[index] = inA[index] + inB[index] + 1;
}
//vertex float4 basic_vertex( // 1
// const device packed_float3* vertex_array [[ buffer(0) ]], // 2
// unsigned int vid [[ vertex_id ]]) { // 3
// return float4(vertex_array[vid], 1.0); // 4
//}
//
//fragment half4 basic_fragment() { // 1
// return half4(1.0); // 2
//}